Kitty Corp Meow Mix Forums

Super Smash Bros. Brawl Hacking => Attacks and Animations => Topic started by: DivineOverlord on February 09, 2011, 03:33:16 PM



Title: KH2/FF7/DIS Sephiroth V5.1 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: DivineOverlord on February 09, 2011, 03:33:16 PM
(http://i60.photobucket.com/albums/h23/darkdivinedragon/challengerapproaching.jpg)
Dissidia/FFX Tidus

(http://i726.photobucket.com/albums/ww261/jamarie27/tidus.jpg)


VERSION 1.0 Release Date: 8-28-2011
(http://i229.photobucket.com/albums/ee192/Nikkrdoodle/Final%20Fantasy/Tidus.gif)
(http://i1233.photobucket.com/albums/ff384/divineoverlord/al_110814_0311binout.jpg)

Here is Tidus from Final Fantasy X and Dissidia!! I worked on this for awhile and so far its near its final version.

General Modes:
Haste Mode: when you see a little thunder bolt on Tidus's left hand, use down taunt to activate haste move.
it will only last for awhile depending on what moves you do. All attacks are weaker in haste mode except for specials.
(http://i1233.photobucket.com/albums/ff384/divineoverlord/al_110827_2335binout.jpg)


Here's the moveset that is done so far:

Normal Attacks
A - slash 1
(http://i1233.photobucket.com/albums/ff384/divineoverlord/al_110814_0315binout.jpg)
AA- slash 2
(http://i1233.photobucket.com/albums/ff384/divineoverlord/al_110814_03151binout.jpg)
AAA- slash 3
(http://i1233.photobucket.com/albums/ff384/divineoverlord/al_110814_1522binout.jpg)
Side A - Sphere Shot- Throws a fast Blitzball straight towards the opponent, knocking them back.
(http://i1233.photobucket.com/albums/ff384/divineoverlord/al_110814_0308binout.jpg)
Diagonal down A - kicks blitz ball based off Dissidia
(http://i1233.photobucket.com/albums/ff384/divineoverlord/al_110828_0023binout.jpg)
Diagonal up A - throws blitz ball diagonally

Down A - Ike's down slash - should it be changed?

UP A – upwards slash

Dash Attack - Slice n Dice (does two hits)


Smash Attacks
UP SMASH - Quick Hit C Ground -Attacks the opponent with a series of kicks and sword attacks while rising into the air.
(http://i1233.photobucket.com/albums/ff384/divineoverlord/al_110814_03093binout.jpg)
(http://i1233.photobucket.com/albums/ff384/divineoverlord/al_110814_03091binout.jpg)
(http://i1233.photobucket.com/albums/ff384/divineoverlord/al_110814_03094binout.jpg)
(http://i1233.photobucket.com/albums/ff384/divineoverlord/al_110814_03092binout.jpg)

Down Smash - Stick & Move (midair)
(http://i1233.photobucket.com/albums/ff384/divineoverlord/al_110815_0121binout.jpg)

Side Smash  - SPIRAL CUT: Flips along the ground several times and slams sword into the ground, creating a small explosion. Crushes guards.)
(http://i1233.photobucket.com/albums/ff384/divineoverlord/al_110826_16301binout.jpg)
(http://i1233.photobucket.com/albums/ff384/divineoverlord/al_110814_03112binout.jpg)
(http://i1233.photobucket.com/albums/ff384/divineoverlord/al_110814_03113binout.jpg)
(http://i1233.photobucket.com/albums/ff384/divineoverlord/al_110814_0312binout.jpg)

Special Attacks
B special on ground - Spell cast: wATER, WATERA, WATERGA
(http://i1233.photobucket.com/albums/ff384/divineoverlord/al_110826_1630binout.jpg)
(http://i1233.photobucket.com/albums/ff384/divineoverlord/al_110826_16302binout.jpg)
(http://i1233.photobucket.com/albums/ff384/divineoverlord/al_110826_16303binout.jpg)


B special In AIr: ENERGY RAIN: send a barrage of energy orbs at them that create an explosion
(http://i1233.photobucket.com/albums/ff384/divineoverlord/al_110827_23321binout.jpg)
(http://i1233.photobucket.com/albums/ff384/divineoverlord/al_110827_23322binout.jpg)


Down B special on ground- Stick & Move throw sword at opponent
(http://i1233.photobucket.com/albums/ff384/divineoverlord/al_110826_1633binout.jpg)
(http://i1233.photobucket.com/albums/ff384/divineoverlord/al_110827_23381binout.jpg)

Down B special in AIR – Power Shot – A powerful kick to the ground. Shield breaker.


Side B special on ground - Cut and Run: Dodges back and then charges forward at the opponent.
(http://i1233.photobucket.com/albums/ff384/divineoverlord/al_110814_03133binout.jpg)
(http://i1233.photobucket.com/albums/ff384/divineoverlord/al_110814_03134binout.jpg)

Side B special in Air – Charge & Assault
Dive towards opponent and encircle them while attacking multiple times.
(http://i1233.photobucket.com/albums/ff384/divineoverlord/al_110826_16331binout.jpg)
(http://i1233.photobucket.com/albums/ff384/divineoverlord/al_110814_03131binout.jpg)
(http://i1233.photobucket.com/albums/ff384/divineoverlord/al_110814_0313binout.jpg)

UP B: REAL Jecht Shot- HOLD THE B BUTTON TO CONTINUE RISING INTO THE AIR. IF YOU LET GO THE B BUTTON HE WILL USE JECHT SHOT
(http://i1233.photobucket.com/albums/ff384/divineoverlord/al_110827_2331binout.jpg)

hold B to
(http://i1233.photobucket.com/albums/ff384/divineoverlord/al_110827_23311binout.jpg)

let go B to:



Air Attacks
UP A AIR: Quick Hit D Aerial- Attacks the opponent with a series of kicks and sword attacks while rising into the air.
(http://i1233.photobucket.com/albums/ff384/divineoverlord/al_110814_03121binout.jpg)

Forward Air A: Jecht Shot
Kicks a Blitzball at the opponent

Down A AIR: Dart & Weave (ARIEL): Dodges upwards towards the opponent then dives straight down while rapidly spinning sword.
(http://i1233.photobucket.com/albums/ff384/divineoverlord/al_110827_23332binout.jpg)

Throw Attacks
Up throw
(http://i1233.photobucket.com/albums/ff384/divineoverlord/al_110827_23402binout.jpg)
(http://i1233.photobucket.com/albums/ff384/divineoverlord/al_110827_23404binout.jpg)

Down Throw
(http://i1233.photobucket.com/albums/ff384/divineoverlord/al_110827_23392binout.jpg)
(http://i1233.photobucket.com/albums/ff384/divineoverlord/al_110827_23394binout.jpg)

Side Throw: Kick foe forward then throws blitzball
(http://i1233.photobucket.com/albums/ff384/divineoverlord/al_110827_23401binout.jpg)
(http://i1233.photobucket.com/albums/ff384/divineoverlord/al_110827_23401binout.jpg)


Final SMASH

Blitz Ace
Tidus's EX Burst is Blitz Ace, his ultimate Overdrive from Final Fantasy X. Tidus attacks the opponent with several sword thrusts before throwing a Blitzball at the opponent. The ball rebounds towards Tidus, and the player must stop a moving cursor as close to the center of Tidus's Overdrive meter as they can. The closer they are to the center the more Brave damage Tidus does as he kicks the Blitzball back at the opponent, consuming them in an explosion of light.
(http://i1233.photobucket.com/albums/ff384/divineoverlord/al_110814_18332binout.jpg)
(http://i1233.photobucket.com/albums/ff384/divineoverlord/al_110814_1834binout.jpg)
(http://i1233.photobucket.com/albums/ff384/divineoverlord/al_110814_1832binout.jpg)
(http://i1233.photobucket.com/albums/ff384/divineoverlord/al_110814_18321binout.jpg)
(http://i1233.photobucket.com/albums/ff384/divineoverlord/al_110815_01221binout.jpg)
(http://i1233.photobucket.com/albums/ff384/divineoverlord/al_110815_01222binout.jpg)
(http://i1233.photobucket.com/albums/ff384/divineoverlord/al_110827_23391binout.jpg)


UP TAUNT: FFX VICTORY ANIMATION
I'm pretty sure you guys know how this looks already  ;)
DOWN TAUNT: TIDUS SCENE
(http://i1233.photobucket.com/albums/ff384/divineoverlord/al_110826_16311binout.jpg)
SIDE TAUNT: YU YEVON PRAYER
From FFX  :laugh:

WIN 1: FFX VICTORY
WIN 2: TIDUS SCENE
WIN 3: TIDUS TAKES A BREAK

Download Link
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=21976 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=21976)






(http://i60.photobucket.com/albums/h23/darkdivinedragon/challengerapproaching.jpg)
Final Fantasy 8: Diablos
(http://i152.photobucket.com/albums/s190/drivernut/Diablos.jpg)

(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110728_00483binout.jpg)
Diablos coding start
Here is FF8: Diablos!!! I worked on this for about 3 days before releasing it and I literally ran out of ideas since in all the final fantasy games I've seen/played, he doesn't have that many moves. Consequently, I had to create new moves for him. Anyways, I'll get started with the moveset I have created.
http://www.youtube.com/watch?v=fKV0Q2HoJSs

Normal Attacks
A: Does a forward slash/scratch
(I forgot to take a pic  :srs:)
Side A: Nether punch
(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110728_00493binout.jpg)
Up A: Devil Twister: Spins really fast to slice n dice you
(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110728_00482binout.jpg)
Down A: Devil Kick
(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110728_15431binout.jpg)



Smash Attacks

Down Smash: Nether Blast: hits both sides (can chain)
(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110728_1541binout.jpg)
(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110728_15411binout.jpg)
Up A: Shadow Burst
(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110728_0409binout.jpg)
Forward A: Devil Surge
(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110728_0048binout.jpg)
(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110728_00481binout.jpg)



Air Attacks

Up Air: Same
Side Air: Same
Back Air: Same
Down Air: Hell's Pit
(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110728_04093binout.jpg)
(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110728_04091binout.jpg)
(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110728_04092binout.jpg)


Special Attacks

B Special: Demi/Gravity
save charge:(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110728_1542binout.jpg)
(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110728_0408binout.jpg)
(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110728_1543binout.jpg)


UP B: Same
Side B: Same

Down B: Changed animation
(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110729_0112binout.jpg)

Final Smash: Same move he does in FF8 Summon
(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110728_00494binout.jpg)
(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110728_0050binout.jpg)
(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110728_00501binout.jpg)
(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110728_1545binout.jpg)
(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110728_15451binout.jpg)
(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110728_15452binout.jpg)


DownLoad Link
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=21002 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=21002)

Diablos coding end


(http://i60.photobucket.com/albums/h23/darkdivinedragon/challengerapproaching.jpg)
Sephiroth
(http://i60.photobucket.com/albums/h23/darkdivinedragon/sephiroth-screensavergif.jpg)

Sephy coding start
http://www.youtube.com/watch?v=4AWMRveHEcY


This Sephiroth PSA is basically the integral of the Sephiroth's from Kingdom Hearts 2, Final Fantasy 7, and Final Fantasy: Dissadia.



PSA CREATORS: DIVINEOVERLORD, BIGBADBOOYA, HOLLOW, AND TORMOD



LATEST UPDATE: 7-22-2011 BY DO



Left Hand Version (http://i.imgur.com/mmHWK.jpg)

Right Hand Version (http://i.imgur.com/Qc5on.jpg)

Change Log Since 4.0

Version 4.2



-Edited all GFX
-New Entry and some other animations by BBB
-Revamped Down Taunt
- Included a right hand version

-MOre

--------Read for Common3.pac file

place the common3.pac file that you choose in

private/wii/app/RSBE/pf/system/ "Place it here"


This common3.pac file I edited will affect Sephiroths Slash and special slash graphics

I have provided the colors you see in the folder. Choose one.


Also, if your already using a pre-existing Common3.pac file

I have also provided the models so you can replace the old pink slash effect with the new.

Have fun!

DO





http://forums.kc-mm.com/Gallery/BrawlView.php?Number=16571
Preview Pics of some changes
(http://i.imgur.com/inJtq.jpg)
(http://i.imgur.com/36Ims.jpg)
(http://i.imgur.com/sAovi.jpg)
(http://i.imgur.com/h6kYg.jpg)



NEW VERSION 4.0
1.SEPHIROTH IS NOW LEFT HANDED THANKS TO TORMOD!!!!
2. I revamped Throw Hi, Throw F, and Throw Back Animations.
3. I revamped Attack Air Hi, B speical Air animations
4. Edited Down Smash Hit Box for weak version
5. Edited Meteor hit box second charge for weak versioni






Preceding Versions Info



here are three versions this time in terms of pure power.

This is mainly an animation revamp of version 3.3

Here are the changes:

+New wait 1
+New Wing Animations
+Added Tormod's Grab Animations :D
+New Attack Air N animation by DO
+I revamped Attack Air Low animations and Landing animation
+Revamped Dash Attack
+Fixed damages values
+Added Physic's from Hollow's V3
+Added Hollow's Throw Animations
+Fixed all animations so that they are smooth transitioned.
+Edited his external graphics for black materia
+UP B in Air can now grab a ledge
+ Added Hollow's grab and specials from his version 3.0
+Revamped other stuff
+More

+ Revamped Side Smash Octoslash
--No Charge: Sephy does one slash
--Medium Charge: Sephy does 2 slashes
--Full Charge: Octoslash (4 slash combo)



THings I already know

- when casting spells and releasing a level one charge, his wings will disappear for 13 frames and reappear, this is because of a case 0-0 being delayed to prevent spamming.
- Balanced version may need rebalancing but I'm not sure where



There are several Versions to this PSA that I added

+ Weak Version: Most attacks do 2-5 less damages than the normal version
+ Normal Version: Regular as version 3.3
+ OP version: Does double the damage than regular version, 100 jumps, and weights 150
+ OG version: Does Triple-Double damage than regular version, 100 jumps, and weight 200

-------------------------------------

There are 3 other versions in regards to UP B special

+ A version where only Heaven's Light is his up B special
+ Another Version where only Flying is his UP B special
+ Another Version where the following happens
---+WHEN HIS WINGS ARE OUT HE WILL FLY FOR UP B
---+WHEN HIS WINGS ARE NOT OUT HE WILL USE HEAVENS LIGHT FOR UP B




Update #2---- 7-13-11

Version 3.6 Changes.

1. I made a new Dash attack animation from stratch based on FF7 when sephy runs up (like the way he does now) and preforms a down to high slash across the foes body.

2. Edited throws power (only in Weak and Regular versions)

3. I didn't change the catch animation because I think its fine the way it is and more realistic than the preceding one we had which was just Marth's B special animation. Plus, Tormod did a fantastic job with it so I'm keeping it on sephy.

4. Weak version weights 85 and has edited Side Smash where uncharged he does the last hit of octoslash (same way hollow had it)

5. I think the side B in air is fine.  The attack is weak doing 11 damages or less and when it ends he goes in to a "free fall" state so him moving a tiny bit forward is not a big deal. Plus, by the laws of physics, what is in motion tends to stay in motion until the exponential thrust of force ends on him. Right now, I think his "tiny bit" movement forward is more natural than him stopping in the air completely after doing "GOD speed."

6. I don't recall sephy being able to move in air before doing Hell's gate but I can give it some end lag.

7. I changed the Forward smash charge indicator graphics to both be light graphics rather than a dark graphic on the second charge.

8. octoslash has been speeded up but its not over kill lol

9. I revamped UP Smash Animation to be more smooth.

10. Made a New Attack Air F animation

11. Side B special in Air no longer slides after preforming the dash

12. + More


Now, I leave the rest to Hollow and Tormod while I take a break from Sephy and work on other stuff.

>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

-------------------------------------------
7.11.2011 Updates applied to 3.0 REvamp BY DO/Hollow

This is mainly an animation revamp of version 3.0

Here are the changes:

+New wait 1
+Fixed all animations so that they are smooth transitioned.
+Edited his external graphics for black materia
+UP B in Air can now grab a ledge
+ Added Hollow's grab and specials from his version 3.0
+Revamped other stuff

+More



THings I already know

- when casting spells and releasing a level one charge, his wings will disappear for 13 frames and reappear, this is because of a case 0-0 being delayed to prevent spamming.
- Balanced version may need rebalancing but I'm not sure where

4.30.2011 Updates applied to 2.9 BY DO

New 4-30-2011 @ 9:00AM updates by DivineOverlord
+some animations are Smoother
+New Entry
+New Down THrow
+New Back Throw
+Dont remember what else is edited.

+Fixed A+B+Walk Glitch
+Fixed Up B landing Glitch
+Fixed other minor issues
+new Side B in air animation
+fixed side tilt attack
+Fixed Up B landing glitch
+among other things
+Took out the jump glide.
+edited Attack Air Lw animation
+Improved AAA attack
+Improved Side B Special
+Improved Down B special
+Added more balance
+Adjusted attack 13 animation
+Play to find out!
- B Special In Air: Heartless Angel - Attacks the entire stage but only hits the ground. JUST JUMP TO EVADE IT.
-new wait animation
-new dash animation
-new run turn animation
-new guard on, off, N animations
-changed his side tilt
-new side taunt
-changed win animations
-new end animation for Down B special
-new entry animation
-added end lags to his smash attacks and side tilt.
-More accurate Side B specialand it works like Zelda's Side B special.
---- New Side B Cast animation in air and on ground.
AND I CANT REMEMBER WHAT ELSE I CHANGED SO ENJOY!!!


DIVINEOVERLORD

This Sephiroth PSA is basically the integral of my KH Seperioth, BigBadBooya's Seperioth, and Hollow's Seperioth. We're still planning on working on this XD  

Run, Guard animations
(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110425_18162binout.jpg)
(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110404_0158binout-1.jpg)
(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110425_18163binout.jpg)




Normal Attacks:

AAA - A miniature version of Octoslash
----Sephiroth performs a series of attacks with his sword combo. The last strike of this will be the only one with significant knockback.

Up Tilt :
Sephiroth swings his sword to shoot out some rather weak air blades diagonally up.
(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110123_17512binout.jpg)

Down Tilt: Low Horizontal Slash
(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110425_18191binout.jpg)

Side Tilt:Reaper (from Final Fantasy Dissida)
First he slashes you, if you get hit, he will preform another slash that unleashes a shockwave.
(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110425_18211binout.jpg)
(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110425_1822binout.jpg)



Smash Attacks:


Forward Smash : OctoSlash - Kingdom Hearts 2 model -  Preforms a series of slashes over a long distance.
                              It has a low killing Power since it reaches far.
here is one pic lol

+ Revamped Side Smash Octoslash
--No Charge: Sephy does one slash
--Medium Charge: Sephy does 2 slashes
--Full Charge: Octoslash (4 slash combo)


(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110425_1821binout.jpg)

Up Smash: Pretty much the same as Ike's except its slower and more deadly yet riskier to use.  ;)
Charge animation
(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110126_18452binout.jpg)


Down Smash: Hells Gate Ground
Sephiroth holds his sword up and stabs it into the ground. Very similar to Ike's Neutral B, even the animation can be the same. But instead of fire, there can be that green lifestream stuff, with bits of earth/rocks cracking up, kind of like this:
(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110126_18492binout.jpg)



AIR Attacks:


FORWARD AIR

(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110425_18171binout.jpg)

DOWN AIR: HELL'S GATE
(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110425_18172binout.jpg)
(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110425_18173binout.jpg)
(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110425_1818binout.jpg)

ATTACK AIR N:
(http://www.gifninja.com/animatedgifs/72894/sephy.gif)

UP AIR: MULTI THRUST
(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110425_18203binout.jpg)



Special Attacks:

Neutral B in air: Heartless Angel
(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110425_18192binout.jpg)

Then he unleashes his power
(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110425_1820binout.jpg)
(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110425_18201binout.jpg)
IT ONLY ATTACK THE GROUND -  JUST JUMP TO EVADE IT. HITS ENTIRE STAGE.

Neutral B on ground
Sephiroth summons a meteor that shoots diagonally down. The longer you charge, the greater distance the meteor travels. up to 3 charges, the more you charge the greater the meteor
1ST CHARGE
(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110425_18181binout.jpg)
(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110425_18182binout.jpg)

2ND CHARGE
(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110425_18183binout.jpg)
(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110425_18184binout.jpg)

3RD CHARGE
(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110425_18185binout.jpg)
(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110425_1819binout.jpg)



Forward B On Ground: Shadow Flare
WORKS LIKE ZELDA'S SPECIAL EXCEPT ITS BETTER!!!
(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110123_1845binout.jpg)
(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110425_1815binout.jpg)

ANIMATION IN AIR
(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110425_1823binout.jpg)


Forward B in AIr: Oblivion
http://www.youtube.com/watch?v=tTz6vJZB4iM

Down  B in AIr: God SPeed
http://www.youtube.com/watch?v=tTz6vJZB4iM

Down B on ground: FLARE
Sephiroth summons a giant pillar of fire around him. The longer you charge, the more pillars there will be, with a maximum of three (the second pillar will be in front of him, the third will be in back). These pillars pull the opponent toward them and keep the opponent trapped for a second or two while burning him (like Ness' PK Fire).

(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110425_18152binout.jpg)

First charge: 1 pillar that lasts for 5 hits
(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110425_18151binout.jpg)

Second Charge: 2 pillars
(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110425_18153binout.jpg)

Third Charge: 6 Pillars
(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110404_0156binout-1.jpg)


UP B in Air: Sephiroth Fly's and can grab on to a ledge this time  :af:

http://www.youtube.com/watch?v=tTz6vJZB4iM

Up B on Ground: Heaven's Light

Final Smash:
If Damage is less than 100% Summons a giant meteor by BigBadBooya
(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110128_0808binout.jpg)
(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110128_08081binout.jpg)

If Damage is greater than 100% Super Nova By Hollow
(http://img340.imageshack.us/img340/1111/al1011281431binout.jpg)


Download link:


Brawl Vault: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=16571 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=16571)

4 Shared: http://www.4shared.com/file/O4PughFN/Sephiroth_version_33_Revamp.html (http://www.4shared.com/file/O4PughFN/Sephiroth_version_33_Revamp.html)


BONUS Textures by Data_Drain and Wolfric
Aeon Sephy
(http://i68.photobucket.com/albums/i6/X-Cloud/Dibujo-1.jpg)
http://www.mediafire.com/?olyrpkmrlajjeea (http://www.mediafire.com/?olyrpkmrlajjeea)


here are pics of other textures in this zip file below:
http://www.mediafire.com/?36s4mpzu5zptiyq (http://www.mediafire.com/?36s4mpzu5zptiyq)

(http://i956.photobucket.com/albums/ae41/_Data_Drain_/al_110425_1315binout.jpg)
(http://i956.photobucket.com/albums/ae41/_Data_Drain_/al_110425_15161binout.jpg)
(http://i956.photobucket.com/albums/ae41/_Data_Drain_/al_110425_1519binout.jpg)
(http://i956.photobucket.com/albums/ae41/_Data_Drain_/al_110425_14021binout.jpg)




sephy coding end


Title: Re: KH2/FF7/DIS Sephiroth V.1.0 by DivineOverlord, Hollow, BigBadBooya
Post by: Hollow on February 09, 2011, 03:36:52 PM
Woohoo!


Title: Re: KH2/FF7/DIS Sephiroth V.1.0 by DivineOverlord, Hollow, BigBadBooya
Post by: DivineOverlord on February 09, 2011, 03:39:27 PM
Woohoo!

I wonder if anyone wants a stronger version haha. It kinda takes me awhile to defeat someone. XD


Title: Re: KH2/FF7/DIS Sephiroth V.1.0 by DivineOverlord, Hollow, BigBadBooya
Post by: Hollow on February 09, 2011, 03:39:59 PM
leave that to me. lol XD


Title: Re: KH2/FF7/DIS Sephiroth V.1.0 by DivineOverlord, Hollow, BigBadBooya
Post by: DivineOverlord on February 09, 2011, 03:42:18 PM
leave that to me. lol XD

Ok go for it ;D but lets keep it in the same zip file. XD


Title: Re: KH2/FF7/DIS Sephiroth V.1.0 by DivineOverlord, Hollow, BigBadBooya
Post by: Akiba Red on February 09, 2011, 03:44:06 PM
 I'm gonna guess you didn't put in wall-running yet...correct?


Title: Re: KH2/FF7/DIS Sephiroth V.1.0 by DivineOverlord, Hollow, BigBadBooya
Post by: Hollow on February 09, 2011, 03:44:53 PM
I'm gonna guess you didn't put in wall-running yet...correct?
that would need animations.
leave that to me. lol XD

Ok go for it ;D but lets keep it in the same zip file. XD
Well, i was joking, I'm not sure i can because I have 6 tests in the next two days......so, no, I can't do it. :(


Title: Re: KH2/FF7/DIS Sephiroth V.1.0 by DivineOverlord, Hollow, BigBadBooya
Post by: DivineOverlord on February 09, 2011, 03:50:02 PM
I'm gonna guess you didn't put in wall-running yet...correct?
that would need animations.
leave that to me. lol XD

Ok go for it ;D but lets keep it in the same zip file. XD
Well, i was joking, I'm not sure i can because I have 6 tests in the next two days......so, no, I can't do it. :(

Dang 6 tests? I only have 1 midterm coming up haha...I'll try out the stronger version, when I get a chance.


Title: Re: KH2/FF7/DIS Sephiroth V.1.0 by DivineOverlord, Hollow, BigBadBooya
Post by: SmashClash on February 09, 2011, 03:54:55 PM
For Running on Walls you may need Wait1, Wait2, Wait3, WallCling, WallRun(Upward and downward),WallDash, Wallwalk,WallTipToe animations for it to be a "new thing".


Title: Re: KH2/FF7/DIS Sephiroth V.1.0 by DivineOverlord, Hollow, BigBadBooya
Post by: _Data_Drain_ on February 09, 2011, 03:56:37 PM
Hm... I'm still testing this by the way, but so far I notice that, hit boxes show up behind Sephiroth when he does a lot of his attacks...

Some of his moves are still kinda cheap, like Hell's Gate, I still say it should make him rise up, also, it should drag the foes down with him, rather then there being upward knock back.

His up smash's hit box stays for way too long, it looks like the attack shouldn't be able to hurt you... But it does.

Same for down smash, this is bad since it's such a strong kill move... Make the hit box not last as long.

Forward smash goes very far... All the way across Battlefield.

Up tilt has a lot of kill power up close.

Side tilt could use more end lag if it misses maybe... Since it combos if you hit with it... Although, I still need to see if it's easy to shield out of.

His down B... I think it should be like Hollow's old one, only without keeping the charge for later, kinda like meteor, but with more start up, and end lag, so you can't abuse it.

Down B in the air... Seems choppy or something, it doesn't seem to look right...

I still say Heartless Angel needs to go through with the whole animation before the attack is used, and it should deal high damage.

His glide is very messed up looking...

His dodge goes too far sometimes, and seems slower then a normal dodge...

His short hop could be shorter... That might help him out a little bit actually.

The meteor final smash is overpowered, it's actually better then Super Nova...

Super Nova when facing right messes up...

Alright, I still have more testing, one more thing... I hope there will be more custom animations soon. :P


Title: Re: KH2/FF7/DIS Sephiroth V.1.0 by DivineOverlord, Hollow, BigBadBooya
Post by: Lythro on February 09, 2011, 03:58:33 PM
Well, I gave him a spin. And my feelings about it are honestly a little mixed.

That said, there's definitely a lot of fantastic work shining through this moveset, especially with some of the sweet animations (like the up taunt, that actually made me laugh). But how would you guys feel if I layed into heavy constructive criticisism if you plan on working on it any more? I feel like pointing out how it would be perfect (in my humble opinion) with a little more work, but I also don't wanna bash on your parade since it's just released.

REGARDLESS. Fantastic work to you three. You should be proud :D


Title: Re: KH2/FF7/DIS Sephiroth V.1.0 by DivineOverlord, Hollow, BigBadBooya
Post by: SmashClash on February 09, 2011, 04:09:15 PM
Feedback:
I just tested him out. He's very slow.
His Dodge-Side needs more movement(like sliding or so)
Also, can you give his Up B a wing animation?
Also, he needs more air mobility.
DownTaunt & Side Taunt is still Marth's.
Down-B needs a bit more controllability.

Suggestion(s):
When he does his down smash can you make his his face expression is as if he's grinding his teeth?


Title: Re: KH2/FF7/DIS Sephiroth V.1.0 by DivineOverlord, Hollow, BigBadBooya
Post by: DivineOverlord on February 09, 2011, 04:12:21 PM
Well, I gave him a spin. And my feelings about it are honestly a little mixed.

That said, there's definitely a lot of fantastic work shining through this moveset, especially with some of the sweet animations (like the up taunt, that actually made me laugh). But how would you guys feel if I layed into heavy constructive criticisism if you plan on working on it any more? I feel like pointing out how it would be perfect (in my humble opinion) with a little more work, but I also don't wanna bash on your parade since it's just released.

REGARDLESS. Fantastic work to you three. You should be proud :D

A lot more work could've been placed into it - but I have a full load of upper division courses this quarter lol.  Thanks to BigBadBooya for making the up taunt animation. XD


Title: Re: KH2/FF7/DIS Sephiroth V.1.0 by DivineOverlord, Hollow, BigBadBooya
Post by: _Data_Drain_ on February 09, 2011, 04:16:27 PM
Feedback:
I just tested him out. He's very slow.
Also, he needs more air mobility.
Well, but see, if he is fast... Well think about how much range he has... If he was fast, he would be extremely broken.


Title: Re: KH2/FF7/DIS Sephiroth V.1.0 by DivineOverlord, Hollow, BigBadBooya
Post by: SmashClash on February 09, 2011, 04:19:39 PM
Also, his B-Up(Ground) still has Marth's B-Up SFX ID.


Title: Re: KH2/FF7/DIS Sephiroth V.1.0 by DivineOverlord, Hollow, BigBadBooya
Post by: DivineOverlord on February 09, 2011, 04:21:21 PM
Feedback:
I just tested him out. He's very slow.
Also, he needs more air mobility.
Well, but see, if he is fast... Well think about how much range he has... If he was fast, he would be extremely broken.
:/ I'm not sure whether to make him fast or slow haha.. perhaps the stronger version will be fast enough and the balanced version will be more constricted.

EDIT: about marth's UP B SFX -  that was intentional. I cannot use Pit's lol


Title: Re: KH2/FF7/DIS Sephiroth V.1.0 by DivineOverlord, Hollow, BigBadBooya
Post by: SmashClash on February 09, 2011, 04:29:34 PM
Feedback:
I just tested him out. He's very slow.
Also, he needs more air mobility.
Well, but see, if he is fast... Well think about how much range he has... If he was fast, he would be extremely broken.
:/ I'm not sure whether to make him fast or slow haha.. perhaps the stronger version will be fast enough and the balanced version will be more constricted.

EDIT: about marth's UP B SFX -  that was intentional. I cannot use Pit's lol
Ok.
Can't you import SFXs?
I heard SDo0m say this.


Title: Re: KH2/FF7/DIS Sephiroth V.1.0 by DivineOverlord, Hollow, BigBadBooya
Post by: DivineOverlord on February 09, 2011, 04:31:41 PM
Feedback:
I just tested him out. He's very slow.
Also, he needs more air mobility.
Well, but see, if he is fast... Well think about how much range he has... If he was fast, he would be extremely broken.
:/ I'm not sure whether to make him fast or slow haha.. perhaps the stronger version will be fast enough and the balanced version will be more constricted.

EDIT: about marth's UP B SFX -  that was intentional. I cannot use Pit's lol
Ok.
Can't you import SFXs?
I heard SDo0m say this.

Soon I will. I haven't had a chance to review the steps on doing that, its a PDF file hosted by ...i forgot his member name, but its a very detailed 24 paged instruction. :D


Title: Re: KH2/FF7/DIS Sephiroth V.1.0 by DivineOverlord, Hollow, BigBadBooya
Post by: Akiba Red on February 09, 2011, 04:32:46 PM
 ^ I think your referring to the actual SFX hacking, not PSA SFX hacking..


Title: Re: KH2/FF7/DIS Sephiroth V.1.0 by DivineOverlord, Hollow, BigBadBooya
Post by: _Data_Drain_ on February 09, 2011, 04:38:41 PM
I edited my last feedback post a bit... Look it over.


Title: Re: KH2/FF7/DIS Sephiroth V.1.0 by DivineOverlord, Hollow, BigBadBooya
Post by: Lythro on February 09, 2011, 04:42:43 PM

A lot more work could've been placed into it - but I have a full load of upper division courses this quarter lol.  Thanks to BigBadBooya for making the up taunt animation. XD

Well that's fine. Schoolwork comes first. And I'm a fairly patient guy. I'm agreeing with most of the stuff that Data Drain is saying. Also for some reason I really don't like how he teleports to dodge. I think you lot were going for something cool like with Mewtwo from Melee and how Sephiroth teleports in KH2; but it just looks really off. He starts squishing about before disappearing and reappearing. Personally I'd be a lot happier with the same dodge/rolls as Hollows last Sephiroth (which I'm comparing this one to).

The fire pillars certainly look better, but Data Drain made a great suggestion on how it would work best. Charge it up if you want a crazy 3X fire pillar move, but nothing happens till you let go of down B.

Some of the animations are cool. Some are crappy, some simply aren't there (like his Neutral B) but I'm sure you can tell by yourselves what animations need touched up on. I always though the side-B was a perfect move to have... actually all of the moves are good ideas. I just wish they had more polish with tighter control.

The Meteor Final smash is a good idea. Definitely keep  that in. The Super Nova Final Smash is slight overkill. I can dodge it okay, but judging by how my brothers struggle with it every time I think it'd be good if there was some small indication that the explosion is JUST about to happen. like a flash of light one split second before the attack.

Also, I don't think wall running should be bothered with. I can imagine it causing more problems than it's worth...


Title: Re: KH2/FF7/DIS Sephiroth V.1.0 by DivineOverlord, Hollow, BigBadBooya
Post by: Hollow on February 09, 2011, 06:05:45 PM
Hm... I'm still testing this by the way, but so far I notice that, hit boxes show up behind Sephiroth when he does a lot of his attacks...

Some of his moves are still kinda cheap, like Hell's Gate, I still say it should make him rise up, also, it should drag the foes down with him, rather then there being upward knock back.

His up smash's hit box stays for way too long, it looks like the attack shouldn't be able to hurt you... But it does.

Same for down smash, this is bad since it's such a strong kill move... Make the hit box not last as long.

Forward smash goes very far... All the way across Battlefield.

Up tilt has a lot of kill power up close.

Side tilt could use more end lag if it misses maybe... Since it combos if you hit with it... Although, I still need to see if it's easy to shield out of.

His down B... I think it should be like Hollow's old one, only without keeping the charge for later, kinda like meteor, but with more start up, and end lag, so you can't abuse it.

Down B in the air... Seems choppy or something, it doesn't seem to look right...

I still say Heartless Angel needs to go through with the whole animation before the attack is used, and it should deal high damage.

His glide is very messed up looking...

His dodge goes too far sometimes, and seems slower then a normal dodge...

His short hop could be shorter... That might help him out a little bit actually.

The meteor final smash is overpowered, it's actually better then Super Nova...

Super Nova when facing right messes up...

Alright, I still have more testing, one more thing... I hope there will be more custom animations soon. :P
The glide is messed up?
He probably replaced FinalDash, then. I should have tested it more. the Supernova needs 2 different animations to work left and right.


Title: Re: KH2/FF7/DIS Sephiroth V.1.0 by DivineOverlord, Hollow, BigBadBooya
Post by: DivineOverlord on February 09, 2011, 06:14:14 PM
Hm... I'm still testing this by the way, but so far I notice that, hit boxes show up behind Sephiroth when he does a lot of his attacks...

Some of his moves are still kinda cheap, like Hell's Gate, I still say it should make him rise up, also, it should drag the foes down with him, rather then there being upward knock back.

His up smash's hit box stays for way too long, it looks like the attack shouldn't be able to hurt you... But it does.

Same for down smash, this is bad since it's such a strong kill move... Make the hit box not last as long.

Forward smash goes very far... All the way across Battlefield.

Up tilt has a lot of kill power up close.

Side tilt could use more end lag if it misses maybe... Since it combos if you hit with it... Although, I still need to see if it's easy to shield out of.

His down B... I think it should be like Hollow's old one, only without keeping the charge for later, kinda like meteor, but with more start up, and end lag, so you can't abuse it.

Down B in the air... Seems choppy or something, it doesn't seem to look right...

I still say Heartless Angel needs to go through with the whole animation before the attack is used, and it should deal high damage.

His glide is very messed up looking...

His dodge goes too far sometimes, and seems slower then a normal dodge...

His short hop could be shorter... That might help him out a little bit actually.

The meteor final smash is overpowered, it's actually better then Super Nova...

Super Nova when facing right messes up...

Alright, I still have more testing, one more thing... I hope there will be more custom animations soon. :P
The glide is messed up?
He probably replaced FinalDash, then. I should have tested it more. the Supernova needs 2 different animations to work left and right.

oh i see, same thing for the meteor.


Title: Re: KH2/FF7/DIS Sephiroth V.1.0 by DivineOverlord, Hollow, BigBadBooya
Post by: Hollow on February 09, 2011, 06:17:13 PM
okay, fixed the glide and Supernova.

The Meteor needs 2 animations too? Okay, I'll do it.


EDIT: Actually, it doesn't. It's fine.


Title: Re: KH2/FF7/DIS Sephiroth V.1.0 by DivineOverlord, Hollow, BigBadBooya
Post by: DivineOverlord on February 09, 2011, 06:18:38 PM
okay, fixed the glide and Supernova.

The Meteor needs 2 animations too? Okay, I'll do it.

yup, you can just use BigBadBooya's XD


Title: Re: KH2/FF7/DIS Sephiroth V.1.0 by DivineOverlord, Hollow, BigBadBooya
Post by: Hollow on February 09, 2011, 06:19:34 PM
Actually, it doesn't. It's fine.

I'll send you the new files.


Title: Re: KH2/FF7/DIS Sephiroth V.1.0 by DivineOverlord, Hollow, BigBadBooya
Post by: DivineOverlord on February 09, 2011, 06:23:02 PM
Actually, it doesn't. It's fine.

I'll send you the new files.

oh ok, cool. I'll make a quick OP version. here's an email I just got "Can you please turn the new sephiroth into a godly sephiroth. Like the other sephiroth you made with side-B spammable." haha


Title: Re: KH2/FF7/DIS Sephiroth V.1.0 by DivineOverlord, Hollow, BigBadBooya
Post by: Hackingstar on February 09, 2011, 06:37:09 PM
Actually, it doesn't. It's fine.

I'll send you the new files.

oh ok, cool. I'll make a quick OP version. here's an email I just got "Can you please turn the new sephiroth into a godly sephiroth. Like the other sephiroth you made with side-B spammable." haha

so does this mean an OP version will be out soon? (just asking)


Title: Re: KH2/FF7/DIS Sephiroth V.1.0 by DivineOverlord, Hollow, BigBadBooya
Post by: DivineOverlord on February 09, 2011, 06:39:39 PM
Actually, it doesn't. It's fine.

I'll send you the new files.

oh ok, cool. I'll make a quick OP version. here's an email I just got "Can you please turn the new sephiroth into a godly sephiroth. Like the other sephiroth you made with side-B spammable." haha

so does this mean an OP version will be out soon? (just asking)

yup, I'm doing it right now. should be up within an hour since i have to test it.


Title: Re: KH2/FF7/DIS Sephiroth V.1.0 by DivineOverlord, Hollow, BigBadBooya
Post by: Hackingstar on February 09, 2011, 06:47:47 PM
Actually, it doesn't. It's fine.

I'll send you the new files.

oh ok, cool. I'll make a quick OP version. here's an email I just got "Can you please turn the new sephiroth into a godly sephiroth. Like the other sephiroth you made with side-B spammable." haha

so does this mean an OP version will be out soon? (just asking)

yup, I'm doing it right now. should be up within an hour since i have to test it.

*jeopardy music plays* <(thats not a rush just waiting music)


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: DivineOverlord on February 09, 2011, 07:00:29 PM
Ok I fixed his octoslash animation and heavens light. both are great now. You'll see ;)


Title: Re: KH2/FF7/DIS Sephiroth V.1.0 by DivineOverlord, Hollow, BigBadBooya
Post by: Hackingstar on February 09, 2011, 07:07:49 PM
Ok I fixed his octoslash animation and heavens light. both are great now. You'll see ;)

alright! so when does it debut? <(update/release same thing)


Title: Re: KH2/FF7/DIS Sephiroth V.1.0 by DivineOverlord, Hollow, BigBadBooya
Post by: Hollow on February 09, 2011, 07:08:24 PM
So, now you're uploading it again?


Title: Re: KH2/FF7/DIS Sephiroth V.1.0 by DivineOverlord, Hollow, BigBadBooya
Post by: DivineOverlord on February 09, 2011, 07:14:46 PM
So, now you're uploading it again?

yup, I'll upload it soon. just was fixing some stuff XD that I can do within a limited time because my sister keeps bugging me to take her to the store lol


EDIT: overpowered version is now out


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: _Data_Drain_ on February 10, 2011, 01:15:40 AM
I noticed something odd with Octoslash... If you hold up or down, he goes all the way across Battlefield... Much like last time... I guess you forgot to change those actions? :P

Also, you can slide across the stage if you do a dodge roll, and then do almost any ground attack, although it works best with up smash, and down tilt, since the moves are pretty easy to hit with... It might be overpowered for the balanced version, but... It's actually kinda neat... I think it would fit the broken one nicely. (Even though I haven't tested that version... I'll leave that to Pride.)


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: DivineOverlord on February 10, 2011, 01:45:55 AM
I noticed something odd with Octoslash... If you hold up or down, he goes all the way across Battlefield... Much like last time... I guess you forgot to change those actions? :P

Also, you can slide across the stage if you do a dodge roll, and then do almost any ground attack, although it works best with up smash, and down tilt, since the moves are pretty easy to hit with... It might be overpowered for the balanced version, but... It's actually kinda neat... I think it would fit the broken one nicely. (Even though I haven't tested that version... I'll leave that to Pride.)

oh dang thats true, I forgot to change the code in subaction 59 and 57, those two still have the frame add momentum lol


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: _Data_Drain_ on February 10, 2011, 01:47:43 AM
One more thing... Meteor's third charge is... Underpowered? As long as it takes to charge, I figured Cloud at 150% would have died... He didn't... He died at 155% in training mode... You might want to buff it a little, it's hard to hit with anyway... I think it should kill sooner, but only the third charge should be buffed.


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: DivineOverlord on February 10, 2011, 01:49:14 AM
One more thing... Meteor's third charge is... Underpowered? As long as it takes to charge, I figured Cloud at 150% would have died... He didn't... He died at 155% in training mode... You might want to buff it a little, it's hard to hit with anyway... I think it should kill sooner, but only the third charge should be buffed.


hmm I suppose, I can do a quick update before I sleep. Hold up, this shall be quick. :P


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: _Data_Drain_ on February 10, 2011, 02:11:54 AM
One more thing... Meteor's third charge is... Underpowered? As long as it takes to charge, I figured Cloud at 150% would have died... He didn't... He died at 155% in training mode... You might want to buff it a little, it's hard to hit with anyway... I think it should kill sooner, but only the third charge should be buffed.


hmm I suppose, I can do a quick update before I sleep. Hold up, this shall be quick. :P
Although I notice if you hit with it off stage, it does spike... But still, it should be able to kill on stage too.


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: DivineOverlord on February 10, 2011, 02:25:21 AM
One more thing... Meteor's third charge is... Underpowered? As long as it takes to charge, I figured Cloud at 150% would have died... He didn't... He died at 155% in training mode... You might want to buff it a little, it's hard to hit with anyway... I think it should kill sooner, but only the third charge should be buffed.


hmm I suppose, I can do a quick update before I sleep. Hold up, this shall be quick. :P
Although I notice if you hit with it off stage, it does spike... But still, it should be able to kill on stage too.

Alright, I have updated it. the last charge has more knockback now. I wish we had sephy's voice instead of marth's lol


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: Hackingstar on February 10, 2011, 04:07:35 AM
One more thing... Meteor's third charge is... Underpowered? As long as it takes to charge, I figured Cloud at 150% would have died... He didn't... He died at 155% in training mode... You might want to buff it a little, it's hard to hit with anyway... I think it should kill sooner, but only the third charge should be buffed.


hmm I suppose, I can do a quick update before I sleep. Hold up, this shall be quick. :P
Although I notice if you hit with it off stage, it does spike... But still, it should be able to kill on stage too.

Alright, I have updated it. the last charge has more knockback now. I wish we had sephy's voice instead of marth's lol

hold up now. i may be just a music hacker but between you and me divine (not possible. this is a comment but ey' well you know) i happen to be a sfx hacker as well XD. in fact, my progress on cloud sfx is almost done, i just need to fix a few more sounds. i also have been working on sephiroth sfx too. WOOT! BIG SHOCKER!. except i only have replaced three sfx parts of marth. his "getting killed" sfx. 1. both his "killed" sfx when he gets defeated and that explosion sorta blast comes out. and when he gets killed in the sky. spoiler: i replaced marths "sky kill" with sephiroth's "i'll fall into the shadows"


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: Lythro on February 10, 2011, 09:39:22 AM
I replaced marths "sky kill" with sephiroth's "i'll fall into the shadows"

I always thought that was a rubbish thing for him to say in Dissidia to be honest. You finally beat Sephiroth in a match and all you get is a snide comment rather than the deserved yell of pain that a K.O. is supposed to bring :C


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: Feanor on February 10, 2011, 10:04:45 AM
@Hackingstar : do you know if SFX works for PAL brawl using riivolution?


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: Tasty Pumpkin Clock on February 10, 2011, 10:58:36 AM
I replaced marths "sky kill" with sephiroth's "i'll fall into the shadows"

I always thought that was a rubbish thing for him to say in Dissidia to be honest. You finally beat Sephiroth in a match and all you get is a snide comment rather than the deserved yell of pain that a K.O. is supposed to bring :C

But it's Sephiroth. He's not going to go ARRHGHAAAAAAAAAAAAAAAAAAAAGHGHAGHGHH...


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: Lythro on February 10, 2011, 12:12:18 PM
I replaced marths "sky kill" with sephiroth's "i'll fall into the shadows"
I always thought that was a rubbish thing for him to say in Dissidia to be honest. You finally beat Sephiroth in a match and all you get is a snide comment rather than the deserved yell of pain that a K.O. is supposed to bring :C

But it's Sephiroth. He's not going to go ARRHGHAAAAAAAAAAAAAAAAAAAAGHGHAGHGHH...

Yes, yes, I know D: But still, it seems too cheesy to me (though it'd still be better than Marth's UWAAAAAH! haha). He does make the odd sensible noise for being stabbed in the face sometimes though.


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: fighter20brawler10 on February 10, 2011, 12:22:02 PM
This is amazing. You used some of Hollows moves plus your own in the process. I am downloading this right now


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: Hollow on February 10, 2011, 02:46:24 PM
I'm still upgrading it. I found that using any of the specials except the Nspecial brings you to a weird paused animation. I fixed it.


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: Hackingstar on February 10, 2011, 02:51:11 PM
I'm still upgrading it. I found that using any of the specials except the Nspecial brings you to a weird paused animation. I fixed it.

so now those are fixed the new files will be sent to divine. correct? and another wait until he gets on. AGH DX


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: SiLeNtDo0m on February 10, 2011, 02:53:13 PM
Hmm...at the moment I've mixed feelings about this at the moment.  It's definitely the best Sephiroth yet, but it still feels incomplete.  I'll give full feedback tomorrow, since I feel I need to play with it even more before I can make a full verdict.


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: Hollow on February 10, 2011, 03:32:46 PM
I'm still upgrading it. I found that using any of the specials except the Nspecial brings you to a weird paused animation. I fixed it.

so now those are fixed the new files will be sent to divine. correct? and another wait until he gets on. AGH DX
i can upload it. just won't be the same Mediafire link.


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: SmashClash on February 10, 2011, 08:20:25 PM
Before you update it and upload it can you make the OP version have no helpless fall?


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: Thundaga_T2 on February 10, 2011, 08:33:46 PM
Can Octaslash be in there somewhere? Maybe as his Neutral A Combo?


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: DivineOverlord on February 10, 2011, 08:40:45 PM
I'm still upgrading it. I found that using any of the specials except the Nspecial brings you to a weird paused animation. I fixed it.

huh? whats going on? lol

Before you update it and upload it can you make the OP version have no helpless fall?

I already did that

Can Octaslash be in there somewhere? Maybe as his Neutral A Combo?

OctoSLash is his forward Smash attack.


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: Thundaga_T2 on February 11, 2011, 01:12:22 AM
 
Can Octaslash be in there somewhere? Maybe as his Neutral A Combo?

OctoSLash is his forward Smash attack.
Wow, how did i miss that?


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: Lythro on February 11, 2011, 03:41:29 PM
I think I'll personally be sticking with Hollow's version until this one gets a bit more polished. imo Hollow's is near perfect. It's just the glacier side+B move is weird, not very presentable and maybe a little inappropriate (I don't remember Sephiroth using ice attacks). And the down+ B is better, (although aesthetically, it LOOKS better in the collaborative effort), I just wish you had to charge it up and use it there and then, not be able to save it for later. Cause a spontaneous wall of fire just seems ridiculously unfair.

I'd say it'd be perfect if it worked more like Hollows but with the new side+B attack, only the movement worked more (or even exactly) like Zelda's side+B. That, and the up+B still looks weird and cheap. I'm guessing making it look/control like Pit's up+B would be out of the question?


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: DivineOverlord on February 11, 2011, 04:26:18 PM
I think I'll personally be sticking with Hollow's version until this one gets a bit more polished. imo Hollow's is near perfect. It's just the glacier side+B move is weird, not very presentable and maybe a little inappropriate (I don't remember Sephiroth using ice attacks). And the down+ B is better, (although aesthetically, it LOOKS better in the collaborative effort), I just wish you had to charge it up and use it there and then, not be able to save it for later. Cause a spontaneous wall of fire just seems ridiculously unfair.

I'd say it'd be perfect if it worked more like Hollows but with the new side+B attack, only the movement worked more (or even exactly) like Zelda's side+B. That, and the up+B still looks weird and cheap. I'm guessing making it look/control like Pit's up+B would be out of the question?

No offense, but it was sort of hard to understand you were saying on the second part  :kdance:. I can easily change his down B special to work like his neutral B. By the way, Hollow made his UP B special attack which contradicts your statement of saying that his Seperioth was near perfect. Regardless, this Seperioth is the integral our PSA's. I thought it was made clear from the main post. XD

Side Note:  I'm not gonna be spending my entire free time with PSA. You guys fail to realize that this is something we PSA hackers do for fun.  [for free] Therefore, I will take my time updating this.



Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: _Data_Drain_ on February 11, 2011, 04:39:16 PM
I can easily change his down B special to work like his neutral B
I think it would be better this way, and with some start up and end lag.


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: SiLeNtDo0m on February 11, 2011, 04:42:00 PM

Side Note:  I'm not gonna be spending my entire free time with PSA. You guys fail to realize that this is something we PSA hackers do for fun.  [for free] Therefore, I will take my time updating this.



This, exactly this.  Y'all need to realise that perfecting PSAs is very time consuming.


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: Hollow on February 11, 2011, 04:46:39 PM
heh, I'm actually a bit unsatified with this after doing a brawl montage.

I'm going to work on a way to make the flying go into regular fall like in my Sephiroth, but it doesn't look bad if you keep pressing UpB.

I'm gonna make a personal Sephiroth.

Oh, and I'm assuming you want the wallrun after I'm done with it. ;D



Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: Hackingstar on February 11, 2011, 04:49:38 PM
heh, I'm actually a bit unsatified with this after doing a brawl montage.

I'm going to work on a way to make the flying go into regular fall like in my Sephiroth, but it doesn't look bad if you keep pressing UpB.

I'm gonna make a personal Sephiroth.

Oh, and I'm assuming you want the wallrun after I'm done with it. ;D



so in other words you are updating YOUR sephiroth? cool beans.


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: DivineOverlord on February 11, 2011, 04:56:16 PM
heh, I'm actually a bit unsatified with this after doing a brawl montage.

I'm going to work on a way to make the flying go into regular fall like in my Sephiroth, but it doesn't look bad if you keep pressing UpB.

I'm gonna make a personal Sephiroth.

Oh, and I'm assuming you want the wallrun after I'm done with it. ;D


You're making another one? why not just try to fix the one we have now?....making multiple versions without completing the first seems like a waste of time from the beginning then.


Side Note:  I'm not gonna be spending my entire free time with PSA. You guys fail to realize that this is something we PSA hackers do for fun.  [for free] Therefore, I will take my time updating this.



This, exactly this.  Y'all need to realise that perfecting PSAs is very time consuming.

^ yup yup lol


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: _Data_Drain_ on February 11, 2011, 05:42:17 PM
heh, I'm actually a bit unsatified with this after doing a brawl montage.

I'm going to work on a way to make the flying go into regular fall like in my Sephiroth, but it doesn't look bad if you keep pressing UpB.

I'm gonna make a personal Sephiroth.

Oh, and I'm assuming you want the wallrun after I'm done with it. ;D


You're making another one? why not just try to fix the one we have now?....making multiple versions without completing the first seems like a waste of time from the beginning then.
Actually... I agree, why not just work with this one? You always want to rush to the next thing... Work on this one! >_<;


Side Note:  I'm not gonna be spending my entire free time with PSA. You guys fail to realize that this is something we PSA hackers do for fun.  [for free] Therefore, I will take my time updating this.



This, exactly this.  Y'all need to realise that perfecting PSAs is very time consuming.

^ yup yup lol
Yeah, I may not do PSA work, but I understand it's a very time consuming task, take your time with this.


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: DivineOverlord on February 11, 2011, 05:52:53 PM
heh, I'm actually a bit unsatified with this after doing a brawl montage.

I'm going to work on a way to make the flying go into regular fall like in my Sephiroth, but it doesn't look bad if you keep pressing UpB.

I'm gonna make a personal Sephiroth.

Oh, and I'm assuming you want the wallrun after I'm done with it. ;D


You're making another one? why not just try to fix the one we have now?....making multiple versions without completing the first seems like a waste of time from the beginning then.
Actually... I agree, why not just work with this one? You always want to rush to the next thing... Work on this one! >_<;


Side Note:  I'm not gonna be spending my entire free time with PSA. You guys fail to realize that this is something we PSA hackers do for fun.  [for free] Therefore, I will take my time updating this.



This, exactly this.  Y'all need to realise that perfecting PSAs is very time consuming.

^ yup yup lol
Yeah, I may not do PSA work, but I understand it's a very time consuming task, take your time with this.

yup. I believe we can perfect seperioth. I can work on it a lot more after my governmental law midterm. I'll definite fix the flying animation. The current one is far too static for my taste. He just zigzags around; making him look wired haha. So, expect a better animation within a week, along with some other fixes animation wise....

[ Regarding a different topic - Gosh, I saw some other members (Homunculus's)  comments along with SDooM's comments on this PSA -  they were rude, I was surprised to see what SDoom had said, especially since I thought he understood that creating a perfect PSA takes time].


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: _Data_Drain_ on February 11, 2011, 06:17:34 PM
[ Regarding a different topic - Gosh, I saw some other members (Homunculus's)  comments along with SDooM's comments on this PSA -  they were rude, I was surprised to see what SDoom had said, especially since I thought he understood that creating a perfect PSA takes time].
Well, but I think SDoom's comment was a first impression kinda thing... (Maybe), and Cal... He's kinda a jerk sometimes, don't mind him, I know him pretty well. :P


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: DivineOverlord on February 11, 2011, 06:22:33 PM
[ Regarding a different topic - Gosh, I saw some other members (Homunculus's)  comments along with SDooM's comments on this PSA -  they were rude, I was surprised to see what SDoom had said, especially since I thought he understood that creating a perfect PSA takes time].
Well, but I think SDoom's comment was a first impression kinda thing... (Maybe), and Cal... He's kinda a jerk sometimes, don't mind him, I know him pretty well. :P

haha alright. I guess it just means that this sephy need  a lot more improvements. I'll try out your idea about the down B special, where he holds fire in his hands and unleashes fire pillars. Question, how long should the fire pillars last? There can be up to 5 charges, perhaps the 5th charge should be many more pillars taking up a huge range but takes a long time to charge.


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: _Data_Drain_ on February 11, 2011, 06:28:26 PM
[ Regarding a different topic - Gosh, I saw some other members (Homunculus's)  comments along with SDooM's comments on this PSA -  they were rude, I was surprised to see what SDoom had said, especially since I thought he understood that creating a perfect PSA takes time].
Well, but I think SDoom's comment was a first impression kinda thing... (Maybe), and Cal... He's kinda a jerk sometimes, don't mind him, I know him pretty well. :P

haha alright. I guess it just means that this sephy need  a lot more improvements. I'll try out your idea about the down B special, where he holds fire in his hands and unleashes fire pillars. Question, how long should the fire pillars last? There can be up to 5 charges, perhaps the 5th charge should be many more pillars taking up a huge range but takes a long time to charge.
I'd say it should have as much range as it does in KH2, and... Five charges might work, see how it plays and whatnot. :P


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: DivineOverlord on February 11, 2011, 06:30:15 PM
[ Regarding a different topic - Gosh, I saw some other members (Homunculus's)  comments along with SDooM's comments on this PSA -  they were rude, I was surprised to see what SDoom had said, especially since I thought he understood that creating a perfect PSA takes time].
Well, but I think SDoom's comment was a first impression kinda thing... (Maybe), and Cal... He's kinda a jerk sometimes, don't mind him, I know him pretty well. :P

haha alright. I guess it just means that this sephy need  a lot more improvements. I'll try out your idea about the down B special, where he holds fire in his hands and unleashes fire pillars. Question, how long should the fire pillars last? There can be up to 5 charges, perhaps the 5th charge should be many more pillars taking up a huge range but takes a long time to charge.
I'd say it should have as much range as it does in KH2, and... Five charges might work, see how it plays and whatnot. :P

hmm but how long should it last once he unleashes a fire pillar? 30 frames? which I think is about a second in our time.


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: Hollow on February 11, 2011, 07:01:07 PM
heh, I'm actually a bit unsatified with this after doing a brawl montage.

I'm going to work on a way to make the flying go into regular fall like in my Sephiroth, but it doesn't look bad if you keep pressing UpB.

I'm gonna make a personal Sephiroth.

Oh, and I'm assuming you want the wallrun after I'm done with it. ;D


You're making another one? why not just try to fix the one we have now?....making multiple versions without completing the first seems like a waste of time from the beginning then.

I'm making one for just me, I'm not releasing it.


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: DivineOverlord on February 11, 2011, 07:13:28 PM
heh, I'm actually a bit unsatified with this after doing a brawl montage.

I'm going to work on a way to make the flying go into regular fall like in my Sephiroth, but it doesn't look bad if you keep pressing UpB.

I'm gonna make a personal Sephiroth.

Oh, and I'm assuming you want the wallrun after I'm done with it. ;D


You're making another one? why not just try to fix the one we have now?....making multiple versions without completing the first seems like a waste of time from the beginning then.

I'm making one for just me, I'm not releasing it.

ohhh I wonder how that will turn out. ;D


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: Hollow on February 11, 2011, 07:19:37 PM
Well, you can try it if you want when it's done, but it's made to my prefrences, so you might not like it.


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: DivineOverlord on February 11, 2011, 07:24:35 PM
Well, you can try it if you want when it's done, but it's made to my prefrences, so you might not like it.

yeah, I'll try it out. Is it based on our sephy but with your preference added?


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: Hollow on February 11, 2011, 07:31:25 PM
I'm using ours as a base and adding/removing things from it. I'll test the wallrun on it.


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: DivineOverlord on February 11, 2011, 07:32:43 PM
I'm using ours as a base and adding/removing things from it. I'll test the wallrun on it.

sounds interesting, perhaps you can release it as an alternate version to our Seperioth PSA.


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: Psycho Philia on February 11, 2011, 07:34:17 PM
Hollow: Do what you want but be careful, if you release it, I'm sure some people will say that this Sephiroth Psa is not at their taste.... Which is totally normal because it will be made for your taste.


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: Hollow on February 11, 2011, 07:35:47 PM
I'm not going to release it. I said that already.


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: DivineOverlord on February 11, 2011, 07:37:34 PM
I'm not going to release it. I said that already.


:-(


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: Hollow on February 11, 2011, 07:38:50 PM
I'm not going to release it. I said that already.


:-(
I'll PM it to people, but I'm not putting it in the vault. dls and all.


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: Thundaga_T2 on February 11, 2011, 09:31:43 PM
Hey for the animation for the Up+B could you use Sephiroth's Heartless Angel animation from Dissidia (the L+Square move while in EX mode)? Either that, or use his gliding animation for when he is in EX mode.


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: DivineOverlord on February 11, 2011, 09:32:39 PM
^ what does it look like? I haven't played the game yet lol


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: Thundaga_T2 on February 11, 2011, 09:40:35 PM
http://www.youtube.com/watch?v=qBow1fJyL08
He uses it several times, you might not be able to completely see it though because of the gfx and stuff, but hopefully that was a good enough example.

Edit: he doesnt use the gliding animation in this vid, though i might not be able to find a vid that does.


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: DivineOverlord on February 12, 2011, 02:17:53 AM
[url]http://www.youtube.com/watch?v=qBow1fJyL08[/url]
He uses it several times, you might not be able to completely see it though because of the gfx and stuff, but hopefully that was a good enough example.

Edit: he doesnt use the gliding animation in this vid, though i might not be able to find a vid that does.


hmm i already have hearless angel as a Neutral B special in Air though. I'll just modify the animation a little bit.


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: SiLeNtDo0m on February 12, 2011, 02:26:09 AM
[ Regarding a different topic - Gosh, I saw some other members (Homunculus's)  comments along with SDooM's comments on this PSA -  they were rude, I was surprised to see what SDoom had said, especially since I thought he understood that creating a perfect PSA takes time].

Are you talking about this comment?

Hmm...at the moment I've mixed feelings about this at the moment.  It's definitely the best Sephiroth yet, but it still feels incomplete.  I'll give full feedback tomorrow, since I feel I need to play with it even more before I can make a full verdict.

If so, I didn't mean to come off rude.  I mean sure, I apologize for not giving feedback but I was merely expressing an opinion.  I even quite clearly said "It's definitely the best Sephiroth yet" since I realise the amount of effort that has been put into this.  I just felt that there are quite a few "holes" in it if you may (it's largely presentational issues, the balance is much better than before and he's fun to play as).

If I get time, mind if I help out with this project a bit?  If you do say yes, I can't promise too much though.  I just want to tighten it in places, give it some new aerials etc


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: DivineOverlord on February 12, 2011, 03:00:21 AM
^ Oh nah, it was an off-topic discussion thread but it's fine ;D. I know I need to fix up a couple of things haha....what kind of Ariel attacks did you have in mind?


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: SiLeNtDo0m on February 12, 2011, 03:23:19 AM
At the moment, I'm not 100% sure, but I just thought a few of the aerials should be changed somehow (namely the Neutral, Back and Forward aerials).  I'll most likely use this video for reference as well as some others:

http://www.youtube.com/watch?v=m1AQqF7Kf5E


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: DivineOverlord on February 12, 2011, 03:30:09 AM
At the moment, I'm not 100% sure, but I just thought a few of the aerials should be changed somehow (namely the Neutral, Back and Forward aerials).  I'll most likely use this video for reference as well as some others:

[url]http://www.youtube.com/watch?v=m1AQqF7Kf5E[/url]


oh dang, that video is perfect to reference on. I'll change his wait animations to match this...so you wanna join the project? If so, you'll be a collaborator as well hehe


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: SiLeNtDo0m on February 12, 2011, 03:34:59 AM
At the moment, I'm not 100% sure, but I just thought a few of the aerials should be changed somehow (namely the Neutral, Back and Forward aerials).  I'll most likely use this video for reference as well as some others:

[url]http://www.youtube.com/watch?v=m1AQqF7Kf5E[/url]


oh dang, that video is perfect to reference on. I'll change his wait animations to match this...so you wanna join the project? If so, you'll be a collaborator as well hehe


Yes please :)


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: DivineOverlord on February 12, 2011, 03:42:57 AM
At the moment, I'm not 100% sure, but I just thought a few of the aerials should be changed somehow (namely the Neutral, Back and Forward aerials).  I'll most likely use this video for reference as well as some others:

[url]http://www.youtube.com/watch?v=m1AQqF7Kf5E[/url]


oh dang, that video is perfect to reference on. I'll change his wait animations to match this...so you wanna join the project? If so, you'll be a collaborator as well hehe


Yes please :)


Ok cool. Glad to have you aboard SDooM. I'll start taking notes on his wait,  run, entry, and wings animations, I think i'll give them a little movement. The video you showed is going to be very helpful. XD


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: _Data_Drain_ on February 12, 2011, 08:29:13 AM
At the moment, I'm not 100% sure, but I just thought a few of the aerials should be changed somehow (namely the Neutral, Back and Forward aerials).  I'll most likely use this video for reference as well as some others:

[url]http://www.youtube.com/watch?v=m1AQqF7Kf5E[/url]

Hm... I might be able to tell what moves are used when in the video...

0:23, dodging, and guard.

0:56 chase attacks, sometimes in Dissidia, some moves link into this mode, you chase the foe, and try to either hit them for brave points, or hit points, your opponent can dodge these if they time it right, after that, the opponent tries to hit you... But enough about Dissidia.

1:03 I believe is the ground Reaper combo, although it looks a bit different in Dissidia because of the slash effects.

1:08 That's Fervent Blow, although, it's a little out of order... The first part shown in the video is the second hit, the second part in the video is the first part, he sends multiple projectiles, and when they hit, he can move over to the foe and strike them.

1:12... Actually... I'm not sure... Either I don't have that move yet, or I'm just a idiot and don't remember it...

1:14 Sudden Cruelty, kinda an air version of Reaper, only it doesn't have the other two follow up moves, it's one of the ones I use most, since it can punish after Shadow Flare.

1:16 Might be Oblivion, it's kinda the Dissidia version of the move he uses right at the start of the battle with him in KH2.

1:20 That is Godspeed, again, like Fervent Blow, the animation order is messed up, it should play the other way around, it's also the air version of Fervent Blow.

1:24... I'm not sure.

1:25 Shadow Flare, this is the pose he does when he summons it, although, in Brawl, this should most likely be when he actually activates the hit box, since it works a bit different in Brawl, in Dissidia, it locks on to the foe... But that's kinda cheap for Brawl's engine, so... What you have now works.

1:27 You know what this is. :P

1:30... Not sure.

1:30 That is Scintilla, the very first part blocks moves, and shows a barrier, he then does two slashes, this is one of his hit point moves, so it can kill.

1:35 This is Octoslash, although I think it has more start up lag then what it shows here... Again, an hit point move, but yours can already kill with a tipper, so basically match the animation to this one.

1:38 As it's called in Dissidia, Black Materia, but you have this move as Meteor, basically, just match the animations to this one, also if possible, make the Materia in his hand change colors as a sign of charging, it starts out with a green aura, then purple, then Sephiroth himself has a dark aura and electricity around him... You don't have to though.

1:42 This is the start of Super Nova.

1:44 Heartless Angel, as you can see, the animation is pretty long, now in Dissidia, he can move around during the animation, and I was wrong, there is a circle that appears right before it hits, but in Dissidia, it could hit THE WHOLE BATTLEFIELD! ...Yeah, in Brawl, that might be a bit broken when someone is trying to recover...

1:53 Super Nova and it's animations.

2:07 Entry.

2:12 Win animation.

2:17 His losing animation.

One more thing.
http://www.gamefaqs.com/psp/939394-dissidia-final-fantasy/faqs/58679
This is that FAQ that I sent you, you can look up the moves by name here, with Ctrl F.

Well, I hope this helps, I had my game here too for this list, this took a bit to write. ^_^


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: dingo on February 12, 2011, 08:40:44 AM
I see from the OP that he still has way over the top, overly flashy moves for specials that would be fine if you want him broken as hell.

Seems way too much to me. Side-B aside.

I haven't played him yet, but seeing someone with a massive sword which massive spells normally, I'm going to pass on trying this. Doesn't seem balanced for Brawl and fitting for him. A unique, balanced character is better then any flashy looking character to me any day.

I would much rather wait for a less flashy PSA and vertex on Link (or Link ported on someone else) honestly. No stiff hair making other vertex hacks suit him better then Sephiroth, and him holding sword in left hand, since Sephiroth is left handed.


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: Albafika on February 12, 2011, 10:24:47 AM
Woot! If sDo0m works on this, I'm pretty sure it'll be as similar to Sephiroth as possible, considering how perfect his Cloud is coming along.


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: Hollow on February 12, 2011, 12:10:06 PM
:>.>palm:

You act like he's the only one working on this.


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: _Data_Drain_ on February 12, 2011, 12:32:31 PM
:>.>palm:

You act like he's the only one working on this.
Yeah, this is gonna be a big group effort, DivineOverlord, Hollow, BigBadBooya, and now SDoom too... This is gonna be good. :D


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: Hollow on February 12, 2011, 12:33:12 PM
Wallrun coding is almost done.


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: _Data_Drain_ on February 12, 2011, 12:39:11 PM
Wallrun coding is almost done.
Nice! Very nice! That should be interesting to see in game, as long as you can't abuse it... Although, it would be neat to use in SSE. :P


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: SmashClash on February 12, 2011, 12:43:03 PM
Wallrun coding is almost done.
I can't wait.


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: Hollow on February 12, 2011, 12:44:34 PM
Wallrun coding is almost done.
Nice! Very nice! That should be interesting to see in game, as long as you can't abuse it... Although, it would be neat to use in SSE. :P
Okay, here's the idea so far.

if you're in Run animation and you touch a wall, and you're pressing forward, you go to a wallrun animation. If, you stop pressing forward, you go into Action Fall. If you're hit on the wallrun, you go into Fall, and then do the damage animation I guess. Getting hit is represented by "Animation End".

Any other events that i haven't covered?


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: SmashClash on February 12, 2011, 12:55:53 PM
Wait so did you do the dash animation, tiptoe on wall, walk, etc?


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: Albafika on February 12, 2011, 03:47:21 PM
:>.>palm:

You act like he's the only one working on this.

Don't misunderstand me, I wanted to say that with sDo0m on the team it'll help at making it more accurated to what Sephiroth is hopefully. (Considering how good his Cloud is turning out.)


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: Lythro on February 12, 2011, 05:52:39 PM
I think I'll personally be sticking with Hollow's version until this one gets a bit more polished. imo Hollow's is near perfect. It's just the glacier side+B move is weird, not very presentable and maybe a little inappropriate (I don't remember Sephiroth using ice attacks). And the down+ B is better, (although aesthetically, it LOOKS better in the collaborative effort), I just wish you had to charge it up and use it there and then, not be able to save it for later. Cause a spontaneous wall of fire just seems ridiculously unfair.

I'd say it'd be perfect if it worked more like Hollows but with the new side+B attack, only the movement worked more (or even exactly) like Zelda's side+B. That, and the up+B still looks weird and cheap. I'm guessing making it look/control like Pit's up+B would be out of the question?

No offense, but it was sort of hard to understand you were saying on the second part  :kdance:. I can easily change his down B special to work like his neutral B. By the way, Hollow made his UP B special attack which contradicts your statement of saying that his Seperioth was near perfect. Regardless, this Seperioth is the integral our PSA's. I thought it was made clear from the main post. XD

Side Note:  I'm not gonna be spending my entire free time with PSA. You guys fail to realize that this is something we PSA hackers do for fun.  [for free] Therefore, I will take my time updating this.



Oh, please. Don't get me wrong. I mentioned before that school work always comes first. The last thing I'd want to portray is that I'm looking for anyone here to rush what's supposed to be a hobby for you guys that you're all generous enough to share with the rest of Brawl enthusiasts (whether they know [censored] about code or not) and still even take on bored suggestions/criticism.

I'm definitely a nub here. I've only recently been applying textures and PSAs (just cloud's and Sephi's though, I prefer keeping most things balanced and true to how Brawl was meant to be played). That said, having done 2D animations of my own, I can at least appreciate how time consuming this stuff is for you guys on some sort of level. Take as much time as you want, k? Otherwise it becomes a chore to please other people rather than a fun rewarding thing to do in your spare time.


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: SiLeNtDo0m on February 12, 2011, 06:22:53 PM
One thing that y'all should note is that I won't be able to work on this too much at first since obviously my main focus is Cloud.  However the one thing that I have done at the moment is tweak the flying so that it functions more like my Drako Yoshi's flight (i.e. more smooth).


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: Lythro on February 13, 2011, 01:03:00 AM
One thing that y'all should note is that I won't be able to work on this too much at first since obviously my main focus is Cloud.  However the one thing that I have done at the moment is tweak the flying so that it functions more like my Drako Yoshi's flight (i.e. more smooth).

Now THAT sounds sweet :D


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: Zeljius on February 13, 2011, 01:51:33 AM
One thing that y'all should note is that I won't be able to work on this too much at first since obviously my main focus is Cloud.  However the one thing that I have done at the moment is tweak the flying so that it functions more like my Drako Yoshi's flight (i.e. more smooth).

i havnt tried your drako yoshi, but i sure as hell hope your tweak on sephie made his flying feel more natural :DD


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: DivineOverlord on February 13, 2011, 01:54:14 AM
^ hmm I'd like to see this XD but yeah, take your time pal.


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: SiLeNtDo0m on February 13, 2011, 03:28:18 AM
^ hmm I'd like to see this XD but yeah, take your time pal.


http://www.youtube.com/watch?v=Vmi_d_uFInY

4:38 of this video demonstrates.


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: _Data_Drain_ on February 13, 2011, 09:10:00 AM
^ hmm I'd like to see this XD but yeah, take your time pal.


[url]http://www.youtube.com/watch?v=Vmi_d_uFInY[/url]

4:38 of this video demonstrates.

Uh... Yeah, that kind of flight would be great, since it's slower and more easily gimped... Sounds like a good way to balance him more. :)


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: Zeljius on February 13, 2011, 01:28:00 PM
^ hmm I'd like to see this XD but yeah, take your time pal.


[url]http://www.youtube.com/watch?v=Vmi_d_uFInY[/url]

4:38 of this video demonstrates.


Oh yeah, sooooo much better xD

Wooo! *highfive*

:D


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: Aafyre on February 13, 2011, 01:59:13 PM
I don't know if this has been addressed yet, but pressing A and B together while walking forward seems to freeze the game.


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: _Data_Drain_ on February 13, 2011, 02:04:25 PM
I don't know if this has been addressed yet, but pressing A and B together while walking forward seems to freeze the game.
Hm... How odd... I can confirm this myself after trying it, you'll need to fix this... Nice catch Aaf... Or is it Fyre? :P Since there's two of you actually.


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: Hollow on February 13, 2011, 04:38:41 PM
Yes, that's because for some reason, Divine makes his chrging attacks cancelable by pressing A. I got rid of it in my custom Sephiroth. Which, as it seems can't wallrun at the moment, but I'm still working on it.


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: Aafyre on February 13, 2011, 05:13:08 PM
Is it possible to make all the hits from his Forward Smash optional like with Link, how you can press A again to do a second slash, and so on? Or have the number of hits based on how long you charge it.


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: xZedkiel on February 13, 2011, 05:19:18 PM
Is it possible to make all the hits from his Forward Smash optional like with Link, how you can press A again to do a second slash, and so on? Or have the number of hits based on how long you charge it.
I like both of these ideas, I hate being forced into the long combo. If there was an optional "A button to combo" version that would be nice.


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: DivineOverlord on February 13, 2011, 06:27:15 PM
Is it possible to make all the hits from his Forward Smash optional like with Link, how you can press A again to do a second slash, and so on? Or have the number of hits based on how long you charge it.

hmm but does sephy do that in the game? it is possible but yeah. XD

Is it possible to make all the hits from his Forward Smash optional like with Link, how you can press A again to do a second slash, and so on? Or have the number of hits based on how long you charge it.
I like both of these ideas, I hate being forced into the long combo. If there was an optional "A button to combo" version that would be nice.

I like your idea.


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: xZedkiel on February 13, 2011, 06:35:39 PM
Is it possible to make all the hits from his Forward Smash optional like with Link, how you can press A again to do a second slash, and so on? Or have the number of hits based on how long you charge it.

hmm but does sephy do that in the game? it is possible but yeah. XD

Is it possible to make all the hits from his Forward Smash optional like with Link, how you can press A again to do a second slash, and so on? Or have the number of hits based on how long you charge it.
I like both of these ideas, I hate being forced into the long combo. If there was an optional "A button to combo" version that would be nice.

I like your idea.
And I like your PSA's ;D


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: Hollow on February 13, 2011, 07:14:48 PM
Is it possible to make all the hits from his Forward Smash optional like with Link, how you can press A again to do a second slash, and so on? Or have the number of hits based on how long you charge it.
The hits are all one animation, so, you could make the animation stop at said frames, and continue if A is held.


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: DivineOverlord on February 13, 2011, 07:16:26 PM
^ that works. Hey I noticed my KH seperitoh is still getting downloads. I wonder why :/


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: _Data_Drain_ on February 13, 2011, 07:21:07 PM
^ that works. Hey I noticed my KH seperitoh is still getting downloads. I wonder why :/

Hm... Maybe you should put in the description the link to the new one... That's what I do for my version 2 type hacks.

And about the forward smash, honestly it needs to not hit behind Sephiroth... It makes punishing it annoying when fighting him... Also, side B needs end lag, and no way to cancel it into an attack... It's kinda annoying. :P

On a random note... His dodge animation has a REALLY creepy frame... I believe it's because he gets flat, and the polygons kinda... Freak out... Don't say I didn't warn you...
(http://i956.photobucket.com/albums/ae41/_Data_Drain_/Randomness/al_110214_0343binout.jpg)
(http://i956.photobucket.com/albums/ae41/_Data_Drain_/Randomness/al_110214_0346binout.jpg)
(http://i956.photobucket.com/albums/ae41/_Data_Drain_/Randomness/al_110214_0338binout.jpg)
Happy nightmares. :D


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: DSX8 on February 14, 2011, 12:38:36 AM
^ that works. Hey I noticed my KH seperitoh is still getting downloads. I wonder why :/

Hm... Maybe you should put in the description the link to the new one... That's what I do for my version 2 type hacks.

And about the forward smash, honestly it needs to not hit behind Sephiroth... It makes punishing it annoying when fighting him... Also, side B needs end lag, and no way to cancel it into an attack... It's kinda annoying. :P

On a random note... His dodge animation has a REALLY creepy frame... He looks really creepy on one of the frames... I believe it's because he gets flat, and the polygons kinda... Freak out... Don't say I didn't warn you...
([url]http://i956.photobucket.com/albums/ae41/_Data_Drain_/Randomness/al_110214_0343binout.jpg[/url])
([url]http://i956.photobucket.com/albums/ae41/_Data_Drain_/Randomness/al_110214_0346binout.jpg[/url])
([url]http://i956.photobucket.com/albums/ae41/_Data_Drain_/Randomness/al_110214_0338binout.jpg[/url])
Happy nightmares. :D


^ that is the most.... creepiest... but lovely pics i've ever seen xD


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: DivineOverlord on February 14, 2011, 12:53:06 AM
^ that works. Hey I noticed my KH seperitoh is still getting downloads. I wonder why :/

Hm... Maybe you should put in the description the link to the new one... That's what I do for my version 2 type hacks.

And about the forward smash, honestly it needs to not hit behind Sephiroth... It makes punishing it annoying when fighting him... Also, side B needs end lag, and no way to cancel it into an attack... It's kinda annoying. :P

On a random note... His dodge animation has a REALLY creepy frame... I believe it's because he gets flat, and the polygons kinda... Freak out... Don't say I didn't warn you...
([url]http://i956.photobucket.com/albums/ae41/_Data_Drain_/Randomness/al_110214_0343binout.jpg[/url])
([url]http://i956.photobucket.com/albums/ae41/_Data_Drain_/Randomness/al_110214_0346binout.jpg[/url])
([url]http://i956.photobucket.com/albums/ae41/_Data_Drain_/Randomness/al_110214_0338binout.jpg[/url])
Happy nightmares. :D


wow i never noticed this. Your analysis when testing PSAs is very detailed and absolute to the point the creator didn't notice the flaw. XD


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: Puraidou on February 14, 2011, 01:05:23 AM
^ that works. Hey I noticed my KH seperitoh is still getting downloads. I wonder why :/

Hm... Maybe you should put in the description the link to the new one... That's what I do for my version 2 type hacks.

And about the forward smash, honestly it needs to not hit behind Sephiroth... It makes punishing it annoying when fighting him... Also, side B needs end lag, and no way to cancel it into an attack... It's kinda annoying. :P

On a random note... His dodge animation has a REALLY creepy frame... I believe it's because he gets flat, and the polygons kinda... Freak out... Don't say I didn't warn you...
([url]http://i956.photobucket.com/albums/ae41/_Data_Drain_/Randomness/al_110214_0343binout.jpg[/url])
([url]http://i956.photobucket.com/albums/ae41/_Data_Drain_/Randomness/al_110214_0346binout.jpg[/url])
([url]http://i956.photobucket.com/albums/ae41/_Data_Drain_/Randomness/al_110214_0338binout.jpg[/url])
Happy nightmares. :D


wow i never noticed this. Your analysis when testing PSAs is very detailed and absolute to the point the creator didn't notice the flaw. XD
He tends to test every single frame in a PSA XD


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: Hollow on February 14, 2011, 05:21:18 AM
^ that works. Hey I noticed my KH seperitoh is still getting downloads. I wonder why :/

Hm... Maybe you should put in the description the link to the new one... That's what I do for my version 2 type hacks.

And about the forward smash, honestly it needs to not hit behind Sephiroth... It makes punishing it annoying when fighting him... Also, side B needs end lag, and no way to cancel it into an attack... It's kinda annoying. :P

On a random note... His dodge animation has a REALLY creepy frame... I believe it's because he gets flat, and the polygons kinda... Freak out... Don't say I didn't warn you...
([url]http://i956.photobucket.com/albums/ae41/_Data_Drain_/Randomness/al_110214_0343binout.jpg[/url])
([url]http://i956.photobucket.com/albums/ae41/_Data_Drain_/Randomness/al_110214_0346binout.jpg[/url])
([url]http://i956.photobucket.com/albums/ae41/_Data_Drain_/Randomness/al_110214_0338binout.jpg[/url])
Happy nightmares. :D


The dodges have a frame where his Waist bone scales down to 0, which mean that they have to transition to 0 from 1, which gives a shrinking effect, so when it's at something close to 0, the polygons must wierd out or something, because I noticed that when shrinking, he turns around in brawlbox, even though there is no rotation.


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: Lythro on February 14, 2011, 11:56:50 AM
I still think the squashy shrinking animation's a bit silly compared to a simple teleport like mewtwo/dark emperor ganondorf. I'd even prefer the regular dodge Marth has. But that's just me talking, I don't think any one else agrees


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: _Data_Drain_ on February 14, 2011, 12:05:54 PM
I still think the squashy shrinking animation's a bit silly compared to a simple teleport like mewtwo/dark emperor ganondorf. I'd even prefer the regular dodge Marth has. But that's just me talking, I don't think any one else agrees
Well, I have problems with the dodge too, sometimes it works oddly... Like, try using an attack while doing it, you'll slide with some moves, like a DACUS, except not limited to an up smash.

...I wonder though... Can the old dodge style be brought back without the staying invisible glitch? I know that Mewtwo PSA doesn't have it... Maybe SDoom, DO, Hollow, or BBB can look into it?


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: Hollow on February 14, 2011, 02:22:23 PM
I still think the squashy shrinking animation's a bit silly compared to a simple teleport like mewtwo/dark emperor ganondorf. I'd even prefer the regular dodge Marth has. But that's just me talking, I don't think any one else agrees
Well, I have problems with the dodge too, sometimes it works oddly... Like, try using an attack while doing it, you'll slide with some moves, like a DACUS, except not limited to an up smash.

...I wonder though... Can the old dodge style be brought back without the staying invisible glitch? I know that Mewtwo PSA doesn't have it... Maybe SDoom, DO, Hollow, or BBB can look into it?
The reason for the animation is to avoid the invisible glitch. Sorry, but I don't like turning characters invisible in dodges.


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: _Data_Drain_ on February 14, 2011, 02:48:22 PM
I still think the squashy shrinking animation's a bit silly compared to a simple teleport like mewtwo/dark emperor ganondorf. I'd even prefer the regular dodge Marth has. But that's just me talking, I don't think any one else agrees
Well, I have problems with the dodge too, sometimes it works oddly... Like, try using an attack while doing it, you'll slide with some moves, like a DACUS, except not limited to an up smash.

...I wonder though... Can the old dodge style be brought back without the staying invisible glitch? I know that Mewtwo PSA doesn't have it... Maybe SDoom, DO, Hollow, or BBB can look into it?
The reason for the animation is to avoid the invisible glitch. Sorry, but I don't like turning characters invisible in dodges.
Yeah but, there's some coding you can use to stop that glitch... I think SDoom one time said something about it.


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: Hollow on February 14, 2011, 03:56:58 PM
I still think the squashy shrinking animation's a bit silly compared to a simple teleport like mewtwo/dark emperor ganondorf. I'd even prefer the regular dodge Marth has. But that's just me talking, I don't think any one else agrees
Well, I have problems with the dodge too, sometimes it works oddly... Like, try using an attack while doing it, you'll slide with some moves, like a DACUS, except not limited to an up smash.

...I wonder though... Can the old dodge style be brought back without the staying invisible glitch? I know that Mewtwo PSA doesn't have it... Maybe SDoom, DO, Hollow, or BBB can look into it?
The reason for the animation is to avoid the invisible glitch. Sorry, but I don't like turning characters invisible in dodges.
Yeah but, there's some coding you can use to stop that glitch... I think SDoom one time said something about it.
Yeah, if you put Visibility = true on every Landing, Wait, Cliff, Passive, and Fall subactions. And maybe some others, too.


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: SiLeNtDo0m on February 14, 2011, 04:00:01 PM
And all the Damage subactions too (98 to A7 methinks)


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: Hollow on February 14, 2011, 04:00:47 PM
And all the Damage subactions too (98 to A7 methinks)
Yeah, animation is easier, methinks.


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: Lythro on February 14, 2011, 09:11:27 PM
Sephiroth doesn't bother to teleport in Dissidia at all. He just dodges like any other fighter...

I only remember him teleporting in Kingdom Hearts 2, when they wanted him to start a special move if he was getting his ass kicked too bad xD


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: _Data_Drain_ on February 14, 2011, 09:24:52 PM
Sephiroth doesn't bother to teleport in Dissidia at all. He just dodges like any other fighter...

I only remember him teleporting in Kingdom Hearts 2, when they wanted him to start a special move if he was getting his ass kicked too bad xD
Yeah but, this is based on not just Dissidia, it's also based on KH2, and FFVII... So, the teleport comes from KH.


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: Hollow on February 15, 2011, 05:28:52 AM
Sephiroth doesn't bother to teleport in Dissidia at all. He just dodges like any other fighter...

I only remember him teleporting in Kingdom Hearts 2, when they wanted him to start a special move if he was getting his ass kicked too bad xD
Yeah but, this is based on not just Dissidia, it's also based on KH2, and FFVII... So, the teleport comes from KH.
This.

I'm going to have to ask Elldiran for help with this wallrun. I can't get it to work anymore.


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: Albafika on February 16, 2011, 07:50:56 PM
BUMP!

EDIT: Some feedback:

I'm impressed. o_O I didn't expect it to be this better than Hollow's, your work as collab was really worth it, THIS definetaly feels moe like Sephiroth. Now, onto the details (I've read the all what's been said in this Topic the time it was said, but I'm not really sure if anything I say was mentioned before  'cause I've got a bad memory)

1>NB Sephiroth's animation needs animations, it just seems null, hope it gets worked on.

2> The animation of starting the dash randomly turns into a running one, looks weird, would be good to make it smoother.

3> Standing pose, after a while, makes the wing dissapear. ._. and the shoulder's animation is a bit odd, it could be smoother (The end of it)

4> Fsmash's charge... Why that long?

I'll come back with more feedback later, if needed. I gotta now check on the Attacks. =P

EDIT:

If you smash the control stick to the direction you're facing as you smash Z to grab, it does the SFX of Marth's NB attack.

Foward B has weird hit boxes, frequently if you place the blue dot on the enemy and let go of B, it misses.


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: DivineOverlord on February 18, 2011, 10:43:26 PM
BUMP!

EDIT: Some feedback:

I'm impressed. o_O I didn't expect it to be this better than Hollow's, your work as collab was really worth it, THIS definetaly feels moe like Sephiroth. Now, onto the details (I've read the all what's been said in this Topic the time it was said, but I'm not really sure if anything I say was mentioned before  'cause I've got a bad memory)

1>NB Sephiroth's animation needs animations, it just seems null, hope it gets worked on.

2> The animation of starting the dash randomly turns into a running one, looks weird, would be good to make it smoother.

3> Standing pose, after a while, makes the wing dissapear. ._. and the shoulder's animation is a bit odd, it could be smoother (The end of it)

4> Fsmash's charge... Why that long?

I'll come back with more feedback later, if needed. I gotta now check on the Attacks. =P

EDIT:

If you smash the control stick to the direction you're facing as you smash Z to grab, it does the SFX of Marth's NB attack.

Foward B has weird hit boxes, frequently if you place the blue dot on the enemy and let go of B, it misses.

yeah, I have fixed some of these issues already, I'll upload my work after I fix up some stuff. I have definitely fixed his side B hit box. it just added 100 more lines of code.


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: Albafika on February 18, 2011, 11:35:07 PM
Balancing wise, NB is a little bit too strong (Fully charged) and having invicibility frames is not something I think it's fine.

Dair does way too much knockback, can even kill people at 60% or 70%, and Fsmash, make it so that it doesn't hits behind Sephiroth...

Be back later. xD


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: DivineOverlord on February 18, 2011, 11:40:58 PM
Balancing wise, NB is a little bit too strong (Fully charged) and having invicibility frames is not something I think it's fine.

Dair does way too much knockback, can even kill people at 60% or 70%, and Fsmash, make it so that it doesn't hits behind Sephiroth...

Be back later. xD

^ I have gotten that feedback more than 4 times in this post already lol...further feedback is not necessary, I pretty much know what to fix.


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: Albafika on February 19, 2011, 08:46:36 AM
Balancing wise, NB is a little bit too strong (Fully charged) and having invicibility frames is not something I think it's fine.

Dair does way too much knockback, can even kill people at 60% or 70%, and Fsmash, make it so that it doesn't hits behind Sephiroth...

Be back later. xD

^ I have gotten that feedback more than 4 times in this post already lol...further feedback is not necessary, I pretty much know what to fix.

Alright, then. I'll wait for a newer release to come back. =P


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: Hackingstar on February 28, 2011, 03:14:55 PM
just thought i'd post this for fun. listen carefully though. you might hear something different. you guys: DUN DUN DUUUN.

http://www.youtube.com/watch?v=Hir4oKUtkyQ


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: DivineOverlord on February 28, 2011, 03:37:44 PM
just thought i'd post this for fun. listen carefully though. you might hear something different. you guys: DUN DUN DUUUN.

[url]http://www.youtube.com/watch?v=Hir4oKUtkyQ[/url]



what was i supposed to hear?


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: Hackingstar on February 28, 2011, 03:40:15 PM
just thought i'd post this for fun. listen carefully though. you might hear something different. you guys: DUN DUN DUUUN.

[url]http://www.youtube.com/watch?v=Hir4oKUtkyQ[/url]



what was i supposed to hear?


sephiroth sfx XD HINT REVEALED. wait. that was no hint.


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: DivineOverlord on February 28, 2011, 03:42:06 PM
^ you replaced marth's voice?


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: _Data_Drain_ on February 28, 2011, 03:42:11 PM
just thought i'd post this for fun. listen carefully though. you might hear something different. you guys: DUN DUN DUUUN.

[url]http://www.youtube.com/watch?v=Hir4oKUtkyQ[/url]



what was i supposed to hear?


sephiroth sfx XD HINT REVEALED. wait. that was no hint.

I was just getting ready to say that. XD

Although, you should do a video without Cloud fighting him... Have Sephiroth do random attacks so you can actually hear him good.


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: Hackingstar on February 28, 2011, 03:44:35 PM
^ you replaced marth's voice?


yep

just thought i'd post this for fun. listen carefully though. you might hear something different. you guys: DUN DUN DUUUN.

[url]http://www.youtube.com/watch?v=Hir4oKUtkyQ[/url]



what was i supposed to hear?


sephiroth sfx XD HINT REVEALED. wait. that was no hint.

I was just getting ready to say that. XD

Although, you should do a video without Cloud fighting him... Have Sephiroth do random attacks so you can actually hear him good.


i'll probably do that later.


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: DivineOverlord on February 28, 2011, 03:50:56 PM
^ Awesome. I thought no one will ever do it lol


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: Hollow on February 28, 2011, 03:51:08 PM
omigodsfxreplacements!!!!!!!!!!!!!!!




Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: Hackingstar on February 28, 2011, 03:58:33 PM
omigodsfxreplacements!!!!!!!!!!!!!!!




nice to see you surprised too hollow.


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: Thundaga_T2 on February 28, 2011, 09:30:38 PM
Which Sephiroth voice is that, is it the KH one or is it the Dissidia one, unless they are the same?


Title: Re: KH2/FF7/DIS Sephiroth V.1.1 by DivineOverlord, Hollow, BigBadBooya
Post by: DivineOverlord on March 01, 2011, 01:28:27 AM
-Update (3-1-11: by DivineOverlord)
---Use Up Taunt to release seperioth's wings
---Use Down Taunt to put away his wings.
(this update is useful if you don't want his wings showing up in other costumes)


Title: Re: KH2/FF7/DIS Sephiroth V.1.2 by DivineOverlord, Hollow, BigBadBooya
Post by: SmashClash on March 01, 2011, 02:41:27 PM
Can you update the OP'd version with that too?
Also, the OP version needs to be more OP'd.


Title: Re: KH2/FF7/DIS Sephiroth V.1.2 by DivineOverlord, Hollow, BigBadBooya
Post by: SiLeNtDo0m on March 01, 2011, 02:52:23 PM
I'd like to apologise and say that I probably won't be able to actually work on this now :-\  I'm already having trouble balancing my own PSAs with school work and such XP

Again, my apologies however I really do think you guys should take a look (if you haven't already) at how my Drako Yoshi's Up B works and use it for Sephiroth for smoother flight.


Title: Re: KH2/FF7/DIS Sephiroth V.1.2 by DivineOverlord, Hollow, BigBadBooya
Post by: _Data_Drain_ on March 01, 2011, 03:25:18 PM
I'd like to apologise and say that I probably won't be able to actually work on this now :-\  I'm already having trouble balancing my own PSAs with school work and such XP

Again, my apologies however I really do think you guys should take a look (if you haven't already) at how my Drako Yoshi's Up B works and use it for Sephiroth for smoother flight.
Aw... But still, if you get the time, you can always give feedback, and put Sephiroth on the right track. :)


Title: Re: KH2/FF7/DIS Sephiroth V.1.2 by DivineOverlord, Hollow, BigBadBooya
Post by: DivineOverlord on March 01, 2011, 10:46:54 PM
^ haha I won't need feedback....the question is, will I have time to do it?. I've been busy with school and personal life. lol.....

-I can make sephy's flight smoother, its just the y and x asis movement is set too high. I'll adjust that when i get a chance.

Sephy's popularity has dropped, I received more votes on Kratos. So first I'll fix up my kratos PSA then Sephy.


Title: Re: KH2/FF7/DIS Sephiroth V.1.2 by DivineOverlord, Hollow, BigBadBooya
Post by: Tasty Pumpkin Clock on March 01, 2011, 11:17:05 PM
I think the reason for that is because Sephiroth is almost done. Only a few things left to do compared to Kratos.


Title: Re: KH2/FF7/DIS Sephiroth V.1.2 by DivineOverlord, Hollow, BigBadBooya
Post by: Psycho Philia on March 02, 2011, 03:52:05 AM
Apprentice of Death: Maybe, maybe not! :laugh: No, seriously, it's true that there are more things left for Kratos, but I don't think it is the only reason of Kratos being updated first. Maybe it is because of the amazing vertex of Renkaken some people felt into his charm? :laugh:


Title: Re: KH2/FF7/DIS Sephiroth V.1.2 by DivineOverlord, Hollow, BigBadBooya
Post by: Tasty Pumpkin Clock on March 02, 2011, 03:57:57 AM
Haha who knows?


Title: Re: KH2/FF7/DIS Sephiroth V.1.2 by DivineOverlord, Hollow, BigBadBooya
Post by: Albafika on March 02, 2011, 07:28:06 AM
I've been thinking a lot about this PSA and how to make it Balanced (He's in the God PSA List <.<;), and, this came to me:

Make him like he is, the longest range attacks with his Sword, but make him lack KO power, like, he'd have to kill at 250% or 200%... I dunno, it's just so hard to approach Sephiroth at this moment 'cause of his long range, having be the hardest to KO with would be something new and could actually work (There's no way of using his REAL sword's range and make him balanced other than this I think, 'cause, if we make him slow, he won't be Sephiroth anymore, and if he's fast, he'll be OP.)


Title: Re: KH2/FF7/DIS Sephiroth V.1.2 by DivineOverlord, Hollow, BigBadBooya
Post by: Kaye Cruiser on March 02, 2011, 07:36:09 AM
Sounds like Eldiran's Zero all over again. Can't kill until 200 or 250? ...Yeeeeah, no. >_>

He's probably in the God PSA list because of the overpowered version. XD

Lacking kill power != Balanced. Period.


Title: Re: KH2/FF7/DIS Sephiroth V.1.2 by DivineOverlord, Hollow, BigBadBooya
Post by: Albafika on March 02, 2011, 07:47:32 AM
Sounds like Eldiran's Zero all over again. Can't kill until 200 or 250? ...Yeeeeah, no. >_>

He's probably in the God PSA list because of the overpowered version. XD

Lacking kill power != Balanced. Period.

Right now he's a killing machine, his range and speed is just too much, you can't play a Free For All with 4 people with him around, he hits everyone, his range is like half Final Destination, and Fsmash? I don't want to talk about it, it's pretty obvious.

Although Eldiran's Zero kills at high %, he's pretty much Balanced, and I'e managed to kill my friends with him pretty often.


Title: Re: KH2/FF7/DIS Sephiroth V.1.2 by DivineOverlord, Hollow, BigBadBooya
Post by: Rayn on March 02, 2011, 07:52:14 AM
I've been thinking a lot about this PSA and how to make it Balanced (He's in the God PSA List <.<;), and, this came to me:

Make him like he is, the longest range attacks with his Sword, but make him lack KO power, like, he'd have to kill at 250% or 200%... I dunno, it's just so hard to approach Sephiroth at this moment 'cause of his long range, having be the hardest to KO with would be something new and could actually work (There's no way of using his REAL sword's range and make him balanced other than this I think, 'cause, if we make him slow, he won't be Sephiroth anymore, and if he's fast, he'll be OP.)
this. I hate when my friend plays as him because I can never even touch him. I end up having to spam projectiles, which ain't fun.


Title: Re: KH2/FF7/DIS Sephiroth V.1.2 by DivineOverlord, Hollow, BigBadBooya
Post by: Zeljius on March 02, 2011, 10:31:52 AM
I've been thinking a lot about this PSA and how to make it Balanced (He's in the God PSA List <.<;), and, this came to me:

Make him like he is, the longest range attacks with his Sword, but make him lack KO power, like, he'd have to kill at 250% or 200%... I dunno, it's just so hard to approach Sephiroth at this moment 'cause of his long range, having be the hardest to KO with would be something new and could actually work (There's no way of using his REAL sword's range and make him balanced other than this I think, 'cause, if we make him slow, he won't be Sephiroth anymore, and if he's fast, he'll be OP.)
this. I hate when my friend plays as him because I can never even touch him. I end up having to spam projectiles, which ain't fun.

Spamus is the key to victory!

Let those Missles/teather Fly! xD


Title: Re: KH2/FF7/DIS Sephiroth V.1.2 by DivineOverlord, Hollow, BigBadBooya
Post by: Tasty Pumpkin Clock on March 02, 2011, 04:34:47 PM
I don't know what you guys talking about...
When my friends play as him I'm fine.
Once I get get close and hit him once (which isn't that hard), I can keep attacking for a bit.


Title: Re: KH2/FF7/DIS Sephiroth V.1.2 by DivineOverlord, Hollow, BigBadBooya
Post by: Tasty Pumpkin Clock on March 02, 2011, 04:35:12 PM
But I guess it wouldn't hurt to release a weaker version?
I just think it's a waste of time...


Title: Re: KH2/FF7/DIS Sephiroth V.1.2 by DivineOverlord, Hollow, BigBadBooya
Post by: Albafika on March 02, 2011, 06:20:41 PM
I don't know what you guys talking about...
When my friends play as him I'm fine.
Once I get get close and hit him once (which isn't that hard), I can keep attacking for a bit.

Then your friend dowsan't know how to camp with him (Just using his Fair/Fsmash is enough to camp.)


Title: Re: KH2/FF7/DIS Sephiroth V.1.2 by DivineOverlord, Hollow, BigBadBooya
Post by: SmashClash on March 02, 2011, 06:45:43 PM
OP version needs to be way stronger he's easy to beat.


Title: Re: KH2/FF7/DIS Sephiroth V.1.2 by DivineOverlord, Hollow, BigBadBooya
Post by: DivineOverlord on March 03, 2011, 10:23:40 PM
OP version needs to be way stronger he's easy to beat.

More stronger?. I can do that but first gonna update Kratos. which I will try to get done this weekend if all goes as planned and if I don't go out this weekend haha.


Title: Re: KH2/FF7/DIS Sephiroth V.1.2 by DivineOverlord, Hollow, BigBadBooya
Post by: Tasty Pumpkin Clock on March 04, 2011, 12:42:28 AM
I noticed that using the third Black Materia attack, the strongest one makes his wing come out. : /

Would you mind fixing that please?


Title: Re: KH2/FF7/DIS Sephiroth V.1.2 by DivineOverlord, Hollow, BigBadBooya
Post by: DivineOverlord on March 04, 2011, 12:50:52 AM
I noticed that using the third Black Materia attack, the strongest one makes his wing come out. : /

Would you mind fixing that please?

oh I didn't catch that haha. I probably missed that since I was in a hurry when adding the variable in.

I Might do a quick update on sephy tonight with his Up B.


Title: Re: KH2/FF7/DIS Sephiroth V.1.2 by DivineOverlord, Hollow, BigBadBooya
Post by: Kumari sai on March 04, 2011, 10:50:02 PM
this is probably a stupid question but is it possible to port over one of yoshi's wings and then
texture that for sephiroth? just askin


Title: Re: KH2/FF7/DIS Sephiroth V.1.2 by DivineOverlord, Hollow, BigBadBooya
Post by: Akiba Red on March 05, 2011, 01:59:31 PM
^That's what they did.


Title: Re: KH2/FF7/DIS Sephiroth V.1.2 by DivineOverlord, Hollow, BigBadBooya
Post by: Tasty Pumpkin Clock on March 05, 2011, 04:13:41 PM
this is probably a stupid question but is it possible to port over one of yoshi's wings and then
texture that for sephiroth? just askin
:srs:


Title: Re: KH2/FF7/DIS Sephiroth V.1.2 by DivineOverlord, Hollow, BigBadBooya
Post by: DivineOverlord on March 05, 2011, 04:28:51 PM
this is probably a stupid question but is it possible to port over one of yoshi's wings and then
texture that for sephiroth? just askin
:srs:

fixed that issue with the wings popping out at 3rd charge black materia.


Title: Re: KH2/FF7/DIS Sephiroth V.1.2 by DivineOverlord, Hollow, BigBadBooya
Post by: Hollow on March 05, 2011, 04:57:58 PM
this is probably a stupid question but is it possible to port over one of yoshi's wings and then
texture that for sephiroth? just askin
*facepalm*

That's what we did..........


Title: Re: KH2/FF7/DIS Sephiroth V.1.2 by DivineOverlord, Hollow, BigBadBooya
Post by: Hackingstar on March 05, 2011, 05:34:07 PM
just to let you know Divine, Hollow, BigBadBooya, i probably won't continue  sephy sfx. at least not until these are fixed

Marth's side and down taunts (mainly down taunt cuz i put a sephiroth sfx for "mina methegladay" whatever it is

marth's victories

and im not rushing im just saying i probably won't continue.


Title: Re: KH2/FF7/DIS Sephiroth V.1.2 by DivineOverlord, Hollow, BigBadBooya
Post by: DivineOverlord on March 05, 2011, 06:08:14 PM
just to let you know Divine, Hollow, BigBadBooya, i probably won't continue  sephy sfx. at least not until these are fixed

Marth's side and down taunts (mainly down taunt cuz i put a sephiroth sfx for "mina methegladay" whatever it is

marth's victories

and im not rushing im just saying i probably won't continue.

I see.


Title: Re: KH2/FF7/DIS Sephiroth V.1.2 by DivineOverlord, Hollow, BigBadBooya
Post by: Tasty Pumpkin Clock on March 06, 2011, 12:59:01 AM
I would if I could freaking figure out how to use Sawndz! >:C
I'd do the same for Cloud and Sephiroth and Shadow and freaking replace all the voice announcer calls etc etc etc.
BUT I CAN'T GET IT TO WORK.

Sorry anyway, does that mean we aren't getting Sephiroth sound effects?


Title: Re: KH2/FF7/DIS Sephiroth V.1.2 by DivineOverlord, Hollow, BigBadBooya
Post by: Tasty Pumpkin Clock on March 06, 2011, 01:21:55 AM
this is probably a stupid question but is it possible to port over one of yoshi's wings and then
texture that for sephiroth? just askin
:srs:

fixed that issue with the wings popping out at 3rd charge black materia.

I just tried it... it still happens...

Edit:  :>.>palm: Darn it. I should have noticed this earlier.
The wing actually comes out on all three charges.

2nd Edit: I think it's because he taunts after he does that attack, and the taunt takes out his wing.


Title: Re: KH2/FF7/DIS Sephiroth V.1.2 by DivineOverlord, Hollow, BigBadBooya
Post by: DivineOverlord on March 06, 2011, 03:29:25 AM
this is probably a stupid question but is it possible to port over one of yoshi's wings and then
texture that for sephiroth? just askin
:srs:

fixed that issue with the wings popping out at 3rd charge black materia.

I just tried it... it still happens...

Edit:  :>.>palm: Darn it. I should have noticed this earlier.
The wing actually comes out on all three charges.

2nd Edit: I think it's because he taunts after he does that attack, and the taunt takes out his wing.

oh yeah that has to be true.


Title: Re: KH2/FF7/DIS Sephiroth V.1.2 by DivineOverlord, Hollow, BigBadBooya
Post by: Tasty Pumpkin Clock on March 07, 2011, 05:00:01 PM
So is this easy to fix?


Title: Re: KH2/FF7/DIS Sephiroth V.1.2 by DivineOverlord, Hollow, BigBadBooya
Post by: DivineOverlord on March 07, 2011, 10:12:39 PM
So is this easy to fix?

yeah, I just have to change the uptaunt to side taunt as a wing release.


Title: Re: KH2/FF7/DIS Sephiroth V.1.2 by DivineOverlord, Hollow, BigBadBooya
Post by: Tasty Pumpkin Clock on March 10, 2011, 12:35:21 AM
Great. : D Looking forward to it.


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: DivineOverlord on March 10, 2011, 05:19:55 AM
Great. : D Looking forward to it.


Update - (3-10-11 by DO)
- USE SIDE TAUNT TO RELEASE SEPERIOTH WINGS
- USE DOWN TAUNT TO PUT AWAY HIS WINGS
- I HAVE CHANGED HIS WAIT ANIMATION WITH A NEW ONE BASED OF DISSIADIA (PSP)
-NEW FALL ANIMATION
- IMPROVED BLACK MATERIA CAST ANIMATION
- IMPROVED AAA ATTACK
- IMPROVED HEARTLESS ANGEL ANIMATION
- MORE....


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: Hollow on March 10, 2011, 05:24:50 AM
Man, I haven't been able to work on anything due to my homework. Sorry, DO.


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: DivineOverlord on March 10, 2011, 05:26:40 AM
Man, I haven't been able to work on anything due to my homework. Sorry, DO.

Haha It's okay, I just got done with my second exams and essays yesterday so I was able to put in more updates ;D


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: Puraidou on March 10, 2011, 06:08:58 AM
New version huh? This is worth a test ;)


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: Albafika on March 10, 2011, 06:31:00 AM
Special S4Lw animation isn't being used, right?


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: Tasty Pumpkin Clock on March 10, 2011, 08:14:47 AM
Hey awesome updates. He just keeps getting better and better. Makes me feel like giving MOAR FEEDBACK.

His Neutral Grab attack is weird. The opponent comes off his sword when you press A and he goes back onto the sword afterwards...
I'd remove the little slash effects from the grab animation, and instead  of like in the previous version where Neutral Grab electrocuted the opponent, he should twist his sword and those slash effects should be used there.

His Up Grab attack should have less damage and more knockback. In Advent Children the move was only used to throw Cloud into the air and damage him afterwards.

I like the new falling animation. I don't know if you did this on purpose or just haven't changed it yet, but his falling animation used after his up special is his old one.

Only an idea and not a suggestion. Why not make his old idle animation his guard animation?

His idle stance is good, but his sword is aimed slightly too low towards the ground. You should aim it a bit higher so his sword doesn't go into the ground.

Heartless Angel is.... odd. Sephiroth spinning? Hm.
Is there anyway to make it like in KH2? He stays in the air for a long time and if you don't interrupt him he does massive damage no matter where you are.
Personally I think it would be cool to make it just like Kingdom Hearts. There's a LONG build up (key word is long) and if you don't hit him by then he does 999% to everyone on the stage. (no knock back)
In Kingdom Hearts he didn't even wait that long...

His Air down special has a bad animation, after it hits and he slices into the air he just appears on the ground again.
Actually I suggest making it (one of) Sephiroths signature attacks. That laser like slash.
He uses it at about 2:45
http://www.youtube.com/watch?v=l6ZaSipHuO4

I still think his walking should be slower...

OH. And of course, as hard as this one sounds in comparison...
(That one move from KH2 where he sorta teleports or moves really fast behind his opponent and does all those delayed attacks)
A fully charged forward smash should "teleport" him a great distance forwards, and if he passes directly through the opponent, the enemy gets hit a bunch of times doing major damage.
This isn't broken because 1. I noticed the forward smash takes a LONG time to fully charge and 2. even if able to complete the entire charge your opponent would have to be directly in front of you for it to work.

Anyway I hope people agree with me on these. : )
And looking forward to whatever changes you make.


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: DivineOverlord on March 10, 2011, 02:24:57 PM
^ I'll consider what is possible....

btw, I reuploaded the main file. I fixed his AAA attack. it now works perfectly.


more updates coming soon  :af: (time varies with free time)


Edit:

would you guys be cool if I made my own custom animation for heartless angel? I don't like  how he spins in dissidia, I have an Idea for something that will look much better for a move called "Heartless Angel" haha


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: Hackingstar on March 10, 2011, 06:15:36 PM
^ I'll consider what is possible....

btw, I reuploaded the main file. I fixed his AAA attack. it now works perfectly.


more updates coming soon  :af: (time varies with free time)


Edit:

would you guys be cool if I made my own custom animation for heartless angel? I don't like  how he spins in dissidia, I have an Idea for something that will look much better for a move called "Heartless Angel" haha

first answer this question. will it be awesome? like EPIC awesome? if yes then yes do so if no then...idk.


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: zyborg on March 10, 2011, 08:12:37 PM
I seem to have problems with his animation with the updated one. He 'snaps' back into place after many of his moves or even just crouching. It looks quite awkward. Also, his sword grab pummel has changed for the worse, IMO. I liked it better when the opponent was getting shocked while skewered, not being shocked by Sephiroth's hand...


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: Tasty Pumpkin Clock on March 10, 2011, 08:28:42 PM
^ What did I say?

And I also should have mentioned the snap back animation thing, but I realize you're going to fix that eventually anyway. (right?)

I think the worst one is when he runs he holds his sword behind him pointing backwards first and the next animation starts with him holding it in front of him pointing forwards. The transitions need work.
(But I'm assuming that's for after you're done everything else?)


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: Albafika on March 10, 2011, 08:29:45 PM
^ What did I say?

The more the merrier.


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: Tasty Pumpkin Clock on March 10, 2011, 08:30:57 PM
Oh no I'm glad he said it, I'm just saying it sorta proves my point further.
It was directed to Divine.


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: DivineOverlord on March 10, 2011, 08:56:39 PM
I seem to have problems with his animation with the updated one. He 'snaps' back into place after many of his moves or even just crouching. It looks quite awkward. Also, his sword grab pummel has changed for the worse, IMO. I liked it better when the opponent was getting shocked while skewered, not being shocked by Sephiroth's hand...

I didn't do anything to the grab animation, I haven't touched it at all since the first release. lol...Hollow probably made adjustments somewhere..

- The snap back was placed in to balance him from being too powerful for the weak original brawl characters lol...But I can try something to make a smooth transition.

^ What did I say?

And I also should have mentioned the snap back animation thing, but I realize you're going to fix that eventually anyway. (right?)

I think the worst one is when he runs he holds his sword behind him pointing backwards first and the next animation starts with him holding it in front of him pointing forwards. The transitions need work.
(But I'm assuming that's for after you're done everything else?)

what's up with the run?


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: Albafika on March 10, 2011, 08:58:48 PM
I've been thinking a lot about this PSA and how to make it Balanced (He's in the God PSA List <.<;), and, this came to me:

Make him like he is, the longest range attacks with his Sword, but make him lack KO power, like, he'd have to kill at 250% or 200%... I dunno, it's just so hard to approach Sephiroth at this moment 'cause of his long range, having be the hardest to KO with would be something new and could actually work (There's no way of using his REAL sword's range and make him balanced other than this I think, 'cause, if we make him slow, he won't be Sephiroth anymore, and if he's fast, he'll be OP.)

That's how >I< feel, and it'd be less troublesome. XD


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: Tasty Pumpkin Clock on March 10, 2011, 09:33:56 PM
I must have misinterpreted what you guys mean by snap back.
I'm just saying that the transitions look funny when he's holding his sword pointing backwards and the next second he's running with it pointing forwards.


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: DivineOverlord on March 10, 2011, 09:37:50 PM
I must have misinterpreted what you guys mean by snap back.
I'm just saying that the transitions look funny when he's holding his sword pointing backwards and the next second he's running with it pointing forwards.

oooh I'll take a look at it. so you guys like his grab attack better when theres lightning graphics on his sword as its pierced into his foes? lol


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: Hollow on March 10, 2011, 09:38:19 PM
I seem to have problems with his animation with the updated one. He 'snaps' back into place after many of his moves or even just crouching. It looks quite awkward. Also, his sword grab pummel has changed for the worse, IMO. I liked it better when the opponent was getting shocked while skewered, not being shocked by Sephiroth's hand...

I didn't do anything to the grab animation, I haven't touched it at all since the first release. lol...Hollow probably made adjustments somewhere..

I never edited the grab animations.


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: Albafika on March 10, 2011, 09:39:55 PM
Hollow, 7k post!


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: Hollow on March 10, 2011, 09:40:10 PM
Ooh, cool. ;D


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: Albafika on March 10, 2011, 09:41:13 PM
Ooh, cool. ;D

7001, not cool now.  :>.>:


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: DivineOverlord on March 10, 2011, 09:42:58 PM
I seem to have problems with his animation with the updated one. He 'snaps' back into place after many of his moves or even just crouching. It looks quite awkward. Also, his sword grab pummel has changed for the worse, IMO. I liked it better when the opponent was getting shocked while skewered, not being shocked by Sephiroth's hand...

I didn't do anything to the grab animation, I haven't touched it at all since the first release. lol...Hollow probably made adjustments somewhere..

I never edited the grab animations.

oh haha.


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: Hollow on March 10, 2011, 09:43:36 PM
Ooh, cool. ;D

7001, not cool now.  :>.>:
Exactly.

>.>

<.<

I pressed the big red button...........


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: Tasty Pumpkin Clock on March 10, 2011, 10:04:22 PM
But the lightning is kind of random isn't it?
I still think you should remove that effect from the grab, and use it for the grab pummel in replace of the lightning. And have him just twist the sword a bit.



Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: Hackingstar on March 11, 2011, 04:30:48 AM
ok question about sephiroth's super nova final smash. whats with the insane amount of charges (probably this is how he did it in dissidia but still) and the camera glitches when super nova is finally used.


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: _Data_Drain_ on March 11, 2011, 08:59:10 AM
But the lightning is kind of random isn't it?
I still think you should remove that effect from the grab, and use it for the grab pummel in replace of the lightning. And have him just twist the sword a bit.


Yeah, plus it would be more painful looking... And as we all know, Sephiroth likes inflicting pain onto his foes. :P


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: Rayn on March 11, 2011, 09:26:47 AM
ok question about sephiroth's super nova final smash. whats with the insane amount of charges (probably this is how he did it in dissidia but still) and the camera glitches when super nova is finally used.
1) There's no charging, so far as I know.
2) The camera zooms out and goes to the center of the screen on purpose. It needs to do that in order to capture the full scale of the attack.


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: zyborg on March 11, 2011, 11:18:28 AM
He kinda slides back and weirdly changes animations to get to the exact position he was before an attack. It looks really odd. That's what I meant. The one before this update does it as well, but not as bad, due to the animation matching the movement and having a transition between stances.


Also, if DivineOverlord didn't edit the grabs, and Hollow didn't edit the grabs... who changed the grabs?  :-\


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: Albafika on March 11, 2011, 01:03:08 PM
I actually like more his Crisis Core stand (The one he had before.)

He doesn't needs a lot animation swaps.. He needs a solid moveset/balance.


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: DivineOverlord on March 11, 2011, 01:33:32 PM
He kinda slides back and weirdly changes animations to get to the exact position he was before an attack. It looks really odd. That's what I meant. The one before this update does it as well, but not as bad, due to the animation matching the movement and having a transition between stances.


Also, if DivineOverlord didn't edit the grabs, and Hollow didn't edit the grabs... who changed the grabs?  :-\

well its easy to change it back. no big deal.


I actually like more his Crisis Core stand (The one he had before.)

He doesn't needs a lot animation swaps.. He needs a solid moveset/balance.

hmm guess it varies. the current stance is based off disiadia (lol I think I always spell it wrong).....im planning on using the old one for guard.


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: Hackingstar on March 12, 2011, 07:52:18 AM
ok question about sephiroth's super nova final smash. whats with the insane amount of charges (probably this is how he did it in dissidia but still) and the camera glitches when super nova is finally used.
1) There's no charging, so far as I know.
2) The camera zooms out and goes to the center of the screen on purpose. It needs to do that in order to capture the full scale of the attack.

i know that the camera does that but after super nova is done theres a camera "stuck" glitch. like after the position of the camera is set to see super nova, and when super nova is done, the camera stays in that position.


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: Rayn on March 12, 2011, 10:23:53 AM
ok question about sephiroth's super nova final smash. whats with the insane amount of charges (probably this is how he did it in dissidia but still) and the camera glitches when super nova is finally used.
1) There's no charging, so far as I know.
2) The camera zooms out and goes to the center of the screen on purpose. It needs to do that in order to capture the full scale of the attack.

i know that the camera does that but after super nova is done theres a camera "stuck" glitch. like after the position of the camera is set to see super nova, and when super nova is done, the camera stays in that position.
Really? It doesn't do that for me...


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: Tasty Pumpkin Clock on March 12, 2011, 03:58:26 PM
ok question about sephiroth's super nova final smash. whats with the insane amount of charges (probably this is how he did it in dissidia but still) and the camera glitches when super nova is finally used.
1) There's no charging, so far as I know.
2) The camera zooms out and goes to the center of the screen on purpose. It needs to do that in order to capture the full scale of the attack.

i know that the camera does that but after super nova is done theres a camera "stuck" glitch. like after the position of the camera is set to see super nova, and when super nova is done, the camera stays in that position.

No it doesn't...


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: DivineOverlord on March 12, 2011, 04:42:36 PM
^ same here. it doesn't cause any problems for me.


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: Hackingstar on March 12, 2011, 05:31:40 PM
well idk what it has for me but oh well. can't wait for next version. (ahem i mean after kratos is done then..well you know the rest)


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: DivineOverlord on March 12, 2011, 05:33:10 PM
well idk what it has for me but oh well. can't wait for next version. (ahem i mean after kratos is done then..well you know the rest)

Yup, there's gonna be one huge major update coming after my final exams at school (3-26-11). and The release of Sora from Kingdom hearts two, so that he can get another shot at defeating Seperioth on brawl XD (about 3-31-11).


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: Hackingstar on March 12, 2011, 05:35:08 PM
well idk what it has for me but oh well. can't wait for next version. (ahem i mean after kratos is done then..well you know the rest)

final exams? in march? i thought final exams don't come till may. your college or university must be different.

Yup, there's gonna be one huge major update coming after my final exams at school (3-26-11). and The release of Sora from Kingdom hearts two, so that he can get another shot at defeating Seperioth on brawl XD (about 3-31-11).


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: DivineOverlord on March 12, 2011, 05:37:12 PM
^ yeah, we're in the quarter system, just 10 weeks of class per quarter.   :af2:


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: Mansta8 on March 18, 2011, 06:09:20 PM
I'm testing this out now, but does the A+B freeze still happen?


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: Albafika on March 18, 2011, 07:29:47 PM
I'm testing this out now, but does the A+B freeze still happen?

Nope. And this PSA still needs a lot of polishing...


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: Tasty Pumpkin Clock on March 19, 2011, 01:14:34 AM
Divine are you still working on this?


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: DivineOverlord on March 19, 2011, 01:17:47 AM
^ yeah, I will update it again when I have free time, for this. I wonder if hollow and BBB still want to update this lol


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: SmashClash on March 19, 2011, 09:44:10 AM
well idk what it has for me but oh well. can't wait for next version. (ahem i mean after kratos is done then..well you know the rest)

Yup, there's gonna be one huge major update coming after my final exams at school (3-26-11). and The release of Sora from Kingdom hearts two, so that he can get another shot at defeating Seperioth on brawl XD (about 3-31-11).
So my birthday is gonna have a huge update, huh. :P


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: Hackingstar on March 19, 2011, 11:14:38 AM
well idk what it has for me but oh well. can't wait for next version. (ahem i mean after kratos is done then..well you know the rest)

Yup, there's gonna be one huge major update coming after my final exams at school (3-26-11). and The release of Sora from Kingdom hearts two, so that he can get another shot at defeating Seperioth on brawl XD (about 3-31-11).
So my birthday is gonna have a huge update, huh. :P

your birthday is on the 26th?


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: SmashClash on March 19, 2011, 11:15:15 AM
well idk what it has for me but oh well. can't wait for next version. (ahem i mean after kratos is done then..well you know the rest)

Yup, there's gonna be one huge major update coming after my final exams at school (3-26-11). and The release of Sora from Kingdom hearts two, so that he can get another shot at defeating Seperioth on brawl XD (about 3-31-11).
So my birthday is gonna have a huge update, huh. :P

your birthday is on the 26th?
Yeah.


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: Hackingstar on March 19, 2011, 11:16:22 AM
well idk what it has for me but oh well. can't wait for next version. (ahem i mean after kratos is done then..well you know the rest)

Yup, there's gonna be one huge major update coming after my final exams at school (3-26-11). and The release of Sora from Kingdom hearts two, so that he can get another shot at defeating Seperioth on brawl XD (about 3-31-11).
So my birthday is gonna have a huge update, huh. :P

your birthday is on the 26th?
Yeah.

in that case. HAPPY 1 AND 4 COMBINED! and that makes...(i'll let you answer that)


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: SmashClash on March 19, 2011, 11:17:42 AM
well idk what it has for me but oh well. can't wait for next version. (ahem i mean after kratos is done then..well you know the rest)

Yup, there's gonna be one huge major update coming after my final exams at school (3-26-11). and The release of Sora from Kingdom hearts two, so that he can get another shot at defeating Seperioth on brawl XD (about 3-31-11).
So my birthday is gonna have a huge update, huh. :P

your birthday is on the 26th?
Yeah.

in that case. HAPPY 1 AND 4 COMBINED! and that makes...(i'll let you answer that)
Ok, except it's not my birthday yet.
Sorry, this is going off-topic.


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: Hackingstar on March 19, 2011, 11:18:29 AM
well idk what it has for me but oh well. can't wait for next version. (ahem i mean after kratos is done then..well you know the rest)


Yup, there's gonna be one huge major update coming after my final exams at school (3-26-11). and The release of Sora from Kingdom hearts two, so that he can get another shot at defeating Seperioth on brawl XD (about 3-31-11).

So my birthday is gonna have a huge update, huh. :P


your birthday is on the 26th?

Yeah.


in that case. HAPPY 1 AND 4 COMBINED! and that makes...(i'll let you answer that)

Ok, except it's not my birthday yet.
Sorry, this is going off-topic.


sorry forgot to add "early" in. and...yeah.

*EDIT* the glitch is REAL. its a final smash glitch. whenever sephiroth faces left to do super nova when he's over 100% damaged, he does that marth charging pose. GLITCH. here's proof

(http://i950.photobucket.com/albums/ad349/hackingstar/SephirothGlitchBrawl.jpg)


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: DivineOverlord on March 20, 2011, 08:49:53 PM
^ dude I have no idea what your talking about. in the last update, I didn't touch anything regarding the hitboxes. The only thing I changed was his wait (to dissadia version), and charging animation.

^ EDITED


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: Albafika on March 20, 2011, 09:03:52 PM
^ dude I have no idea what your talking about. in the last update, I didn't touch anything regarding the hitboxes. The only thing I changed was his wait (to dissadia version), and charging animation. Your just tripping right now.  :notimp:

Ps. I don't need your feedback if its only about whining.  I already know what needs to be changed or done.

I'm sorry if I sounded whining, when I ended I re-readed it and was about to Edit a lot of that out and re-type most of it, but it's too late now, I'm sorry.

But not really, I'll check it again, but his glide was like loopig doing Marth's NB animation (The charge/hit), also, his grab is making him hit rather than spiking the opponent with thunder, was it meant to do that? Conserning what I said about the Wait animation, it's a suggestion, that's how I see his last animation, I don't feel like it'd fit the Shield one, unless you tweak it a bit to fit it, say lowering his arm and having him kneel a bit as in a defense position.

EDIT: The Balanced Version, which have one Purple and one Silver version, is that the cause of the 14 KBs of diference between both .PACs? if so, why? (I'm just curious about this.)

EDIT 2: I misstyped on my last post what I said about the Roll, I meant if you could fix that DACUS that have, I know this was mentioned before, so ignore it, just pointing out I didn't mean it should be kept.

I love the new Charge animation for NB, not stale as before, and it looks pretty neat.

Why is his Fsmash able to be charged for about 10 seconds? Was it meant to be like that?


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: DivineOverlord on March 20, 2011, 09:12:54 PM
^ haha its cool. I make mistakes sometimes too when I post. XD...

ANyways, it's impossible to change the guard animation because its something that can't be derived, and its always integrated into a default stance.

I'll update this again, it's originally supposed to be a team effort between me , BBB, and Hollow, but they're busy doing other things.

I won't be able to post any further updates until next weekend. Moreover, I'll add in a poll to see which stance is desired. Based on the votes, I'll put that as the default stance for this PSA.

other updates I plan to add in is fixing this up smash, down smash, hit boxes, and his general overall hit box going at the tip of his sword going behind him when he slashes.

Other updates include, tweeking his down b special to be charge-able and improving his flight animations. It will look something like the way he does it in Kingdom Hearts II
http://www.youtube.com/watch?v=ds8zmqTo9fs

-Also, his Heartless Angel animation will be deleted and replaced with the animation he does in Kingdom Hearts II, which is a lot better (I really dislike the fact that he spins in Dissadia).
shown here:
http://www.youtube.com/watch?v=ds8zmqTo9fs


This is all that I will apply to the next update which will be renamed as Version 2.0.

-Oh yeah, I will also take out the meteor final smash due to its glitches in some instances.


EDIT: Nevermind, I wasn't able to add a poll to this topic  :srs:


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: Albafika on March 20, 2011, 09:21:03 PM
I'm liking the PSA, it has the biggest sword range, but it feels like Sephiroth, don't take me wrong about what I said of making my own adjustments, I'm doing them because I always play with my friends (About 12) and in order for 'em to accept me playing as Sephy or any other PSA, it'd need to be REALLY underpowered. (You know, when they win it's all good, but when they lose: You and your hacked game) hence why I make the PSAs I use VERY weak. lol

The Heartless Angel: How will it work now? I found the move awkward, having him spin with a little hitbox below, and if used you're on freefall, is it supposed to work like that, or I'm missing something? And His Down B on air, he sorta teleports, right? The benefits I've gotten from it are for some combo potentials after trigging it I port on their back and do a few hits, but it looks a bit odd.. I mean, hard for the opponent to know what's Sephiroth doing to them. XD

And the Fsmash, I think it's fine this way, I mean, not making it like Link's Fsmash (That each hits triggers with an A input) Why? This way it'd be punishable, another thing I'd like is that if it was possible, don't make it hit on Sephiroth's back, it's just too much, imo. XD

Update Sephy whenever you want, you've got so many projects going on right now, Sephy can wait.

And sorry again, but it wasn't my intention up there.


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: DivineOverlord on March 20, 2011, 09:25:54 PM
I'm liking the PSA, it has the biggest sword range, but it feels like Sephiroth, don't take me wrong about what I said of making my own adjustments, I'm doing them because I always play with my friends (About 12) and in order for 'em to accept me playing as Sephy or any other PSA, it'd need to be REALLY underpowered. (You know, when they win it's all good, but when they lose: You and your hacked game) hence why I make the PSAs I use VERY weak. lol

The Heartless Angel: How will it work now? I found the move awkward, having him spin with a little hitbox below, and if used you're on freefall, is it supposed to work like that, or I'm missing something? And His Down B on air, he sorta teleports, right? The benefits I've gotten from it are for some combo potentials after trigging it I port on their back and do a few hits, but it looks a bit odd.. I mean, hard for the opponent to know what's Sephiroth doing to them. XD

And the Fsmash, I think it's fine this way, I mean, not making it like Link's Fsmash (That each hits triggers with an A input) Why? This way it'd be punishable, another thing I'd like is that if it was possible, don't make it hit on Sephiroth's back, it's just too much, imo. XD

Update Sephy whenever you want, you've got so many projects going on right now, Sephy can wait.

And sorry again, but it wasn't my intention up there.


lol I got so many suggestion about his heartless angel. some said that he should preform the same animation as he does in Kingdom Hearts II, but if you don't interupt him and he is able to finish casting his spell, it will attack the WHOLE stage with high DAMAGE. BUT! it will only attack the ground, so, you can avoid this by jumping on time.


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: Albafika on March 20, 2011, 09:29:02 PM
I'm liking the PSA, it has the biggest sword range, but it feels like Sephiroth, don't take me wrong about what I said of making my own adjustments, I'm doing them because I always play with my friends (About 12) and in order for 'em to accept me playing as Sephy or any other PSA, it'd need to be REALLY underpowered. (You know, when they win it's all good, but when they lose: You and your hacked game) hence why I make the PSAs I use VERY weak. lol

The Heartless Angel: How will it work now? I found the move awkward, having him spin with a little hitbox below, and if used you're on freefall, is it supposed to work like that, or I'm missing something? And His Down B on air, he sorta teleports, right? The benefits I've gotten from it are for some combo potentials after trigging it I port on their back and do a few hits, but it looks a bit odd.. I mean, hard for the opponent to know what's Sephiroth doing to them. XD

And the Fsmash, I think it's fine this way, I mean, not making it like Link's Fsmash (That each hits triggers with an A input) Why? This way it'd be punishable, another thing I'd like is that if it was possible, don't make it hit on Sephiroth's back, it's just too much, imo. XD

Update Sephy whenever you want, you've got so many projects going on right now, Sephy can wait.

And sorry again, but it wasn't my intention up there.


lol I got so many suggestion about his heartless angel. some said that he should preform the same animation as he does in Kingdom Hearts II, but if you don't interupt him and he is able to finish casting his spell, it will attack the WHOLE stage with high DAMAGE. BUT! it will only attack the ground, so, you can avoid this by jumping on time.

...Oh! So why am I able to move the "hitbox" around? I hadn't notice it hits the whole ground, if that's what it does, it's really neat. XD I THOUGHT it hit the char over the hitbox XD, can't believe I didn't notice... I ALWAYS aimed the hitbox on the CPU on Practice when I was testing it, and the bunch of matches I played with friends using him, I couldn't notice this.. (It's always FFAs, can't blame me there. <_<;)

Edit: I removed the comment, it'd just make the Thread look bad if I had it stay there. -_-


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: DivineOverlord on March 20, 2011, 09:32:00 PM
I'm liking the PSA, it has the biggest sword range, but it feels like Sephiroth, don't take me wrong about what I said of making my own adjustments, I'm doing them because I always play with my friends (About 12) and in order for 'em to accept me playing as Sephy or any other PSA, it'd need to be REALLY underpowered. (You know, when they win it's all good, but when they lose: You and your hacked game) hence why I make the PSAs I use VERY weak. lol

The Heartless Angel: How will it work now? I found the move awkward, having him spin with a little hitbox below, and if used you're on freefall, is it supposed to work like that, or I'm missing something? And His Down B on air, he sorta teleports, right? The benefits I've gotten from it are for some combo potentials after trigging it I port on their back and do a few hits, but it looks a bit odd.. I mean, hard for the opponent to know what's Sephiroth doing to them. XD

And the Fsmash, I think it's fine this way, I mean, not making it like Link's Fsmash (That each hits triggers with an A input) Why? This way it'd be punishable, another thing I'd like is that if it was possible, don't make it hit on Sephiroth's back, it's just too much, imo. XD

Update Sephy whenever you want, you've got so many projects going on right now, Sephy can wait.

And sorry again, but it wasn't my intention up there.


lol I got so many suggestion about his heartless angel. some said that he should preform the same animation as he does in Kingdom Hearts II, but if you don't interupt him and he is able to finish casting his spell, it will attack the WHOLE stage with high DAMAGE. BUT! it will only attack the ground, so, you can avoid this by jumping on time.

...Oh! So why am I able to move the "hitbox" around? I hadn't notice it hits the whole ground, if that's what it does, it's really neat. XD I THOUGHT it hit the char over the hitbox XD, can't believe I didn't notice... I ALWAYS aimed the hitbox on the CPU on Practice when I was testing it, and the bunch of matches I played with friends using him, I couldn't notice this.. (It's always FFAs, can't blame me there. <_<;)

oh his current heartless angel attack allows you to select the area for which the hit box will appear. However, in the next version, all that code will be deleted and replaced with a different attack.

-you asked, "why is the file size of the purple slash less then the silver" that's because the silver slash texture is a greater file size (KB) than the purple slash XD


EDIT: I have a black sword slash version. I wonder if anyone will like it better than silver and purple. lol


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: Albafika on March 20, 2011, 09:35:22 PM
I'm liking the PSA, it has the biggest sword range, but it feels like Sephiroth, don't take me wrong about what I said of making my own adjustments, I'm doing them because I always play with my friends (About 12) and in order for 'em to accept me playing as Sephy or any other PSA, it'd need to be REALLY underpowered. (You know, when they win it's all good, but when they lose: You and your hacked game) hence why I make the PSAs I use VERY weak. lol

The Heartless Angel: How will it work now? I found the move awkward, having him spin with a little hitbox below, and if used you're on freefall, is it supposed to work like that, or I'm missing something? And His Down B on air, he sorta teleports, right? The benefits I've gotten from it are for some combo potentials after trigging it I port on their back and do a few hits, but it looks a bit odd.. I mean, hard for the opponent to know what's Sephiroth doing to them. XD

And the Fsmash, I think it's fine this way, I mean, not making it like Link's Fsmash (That each hits triggers with an A input) Why? This way it'd be punishable, another thing I'd like is that if it was possible, don't make it hit on Sephiroth's back, it's just too much, imo. XD

Update Sephy whenever you want, you've got so many projects going on right now, Sephy can wait.

And sorry again, but it wasn't my intention up there.


lol I got so many suggestion about his heartless angel. some said that he should preform the same animation as he does in Kingdom Hearts II, but if you don't interupt him and he is able to finish casting his spell, it will attack the WHOLE stage with high DAMAGE. BUT! it will only attack the ground, so, you can avoid this by jumping on time.

...Oh! So why am I able to move the "hitbox" around? I hadn't notice it hits the whole ground, if that's what it does, it's really neat. XD I THOUGHT it hit the char over the hitbox XD, can't believe I didn't notice... I ALWAYS aimed the hitbox on the CPU on Practice when I was testing it, and the bunch of matches I played with friends using him, I couldn't notice this.. (It's always FFAs, can't blame me there. <_<;)

oh his current heartless angel attack allows you to select the area for which the hit box will appear. However, in the next version, all that code will be deleted and replaced with a different attack.

-you asked, "why is the file size of the purple slash less then the silver" that's because the silver slash texture is a greater file size (KB) than the purple slash XD


...Oh. and I thought Purple was greater than Silver (Since Silver is less noticeable than this Purple) what a stupid way of analizing it, huh..? XD

And regarding the update, take your time. =P


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: DivineOverlord on March 20, 2011, 09:36:48 PM
I think I might keep just one version of slash, probably BLACK. It's just easier for me to update ONE instead of many lol.

but yea, I'll release v.2.0 next sunday. 3-27-11


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: Albafika on March 20, 2011, 09:37:49 PM
I think I might keep just one version of slash, probably BLACK. It's just easier for me to update ONE instead of many lol.

I'd say just take one, and for the Final release, add the others for the likings, rather than adding them for every update, yes. lol


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: DivineOverlord on March 20, 2011, 09:44:13 PM
I think I might keep just one version of slash, probably BLACK. It's just easier for me to update ONE instead of many lol.

I'd say just take one, and for the Final release, add the others for the likings, rather than adding them for every update, yes. lol

Yup, so hopefully the version 2.0 will be satisfying. I just thought of a way to harmonize his wait animations instead of having just one. ;D....and I made up my mind. The BLack sword slash looks a lot better than purple and silver. so, I choose BLACK XD

you'll see it on 3.27.2011


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: _Data_Drain_ on March 21, 2011, 12:42:04 AM
I think I might keep just one version of slash, probably BLACK. It's just easier for me to update ONE instead of many lol.

I'd say just take one, and for the Final release, add the others for the likings, rather than adding them for every update, yes. lol

Yup, so hopefully the version 2.0 will be satisfying. I just thought of a way to harmonize his wait animations instead of having just one. ;D....and I made up my mind. The BLack sword slash looks a lot better than purple and silver. so, I choose BLACK XD

you'll see it on 3.27.2011
Say... Does this black slash have a hint of blueish purple? If so... It would really look like the KH2 slash effect.


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: Tasty Pumpkin Clock on March 21, 2011, 01:15:36 AM
So what exactly are you going to do with heartless angel?


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: DivineOverlord on March 21, 2011, 01:30:03 AM
I think I might keep just one version of slash, probably BLACK. It's just easier for me to update ONE instead of many lol.

I'd say just take one, and for the Final release, add the others for the likings, rather than adding them for every update, yes. lol

Yup, so hopefully the version 2.0 will be satisfying. I just thought of a way to harmonize his wait animations instead of having just one. ;D....and I made up my mind. The BLack sword slash looks a lot better than purple and silver. so, I choose BLACK XD

you'll see it on 3.27.2011
Say... Does this black slash have a hint of blueish purple? If so... It would really look like the KH2 slash effect.

yep. is that good?


So what exactly are you going to do with heartless angel?

this --->lol I got so many suggestion about his heartless angel. some said that he should preform the same animation as he does in Kingdom Hearts II, but if you don't interupt him and he is able to finish casting his spell, it will attack the WHOLE stage with high DAMAGE. BUT! it will only attack the ground, so, you can avoid this by jumping on time

its kinda hard to describe what I'll do. but yeah, it will work out really good.


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: _Data_Drain_ on March 21, 2011, 01:52:45 AM
yep. is that good?
Is that good? Yes, yes it is. :P

And, that idea for Heartless Angel... That's not bad, it won't gimp those trying to recover, and it takes awhile to use... Longer then Falcon, or Warlock Punch, and all you have to do is jump to avoid it... So it shouldn't be broken.


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: Tasty Pumpkin Clock on March 21, 2011, 03:25:29 AM
I'm still for making it just like the original move.
When it had super long start up, and hit you from anywhere. (Including the air)
But could be stopped by interrupting him, and is balanced out by only being able to be used once per stock.



Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: Hackingstar on March 21, 2011, 04:18:33 AM
I think I might keep just one version of slash, probably BLACK. It's just easier for me to update ONE instead of many lol.

I'd say just take one, and for the Final release, add the others for the likings, rather than adding them for every update, yes. lol

Yup, so hopefully the version 2.0 will be satisfying. I just thought of a way to harmonize his wait animations instead of having just one. ;D....and I made up my mind. The BLack sword slash looks a lot better than purple and silver. so, I choose BLACK XD

you'll see it on 3.27.2011

good stuff good stuff. i mean woah the sunday b4 spring break for me. yeah i can wait till then. until then, good luck on your projects divine. *coughkratos*


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: Albafika on March 21, 2011, 07:09:03 AM
Yep, I retested and I still get this weird gliding animation, and he hits with his hand when pummeling in a grab, also, the grab, if you move the Control Stick to a direction while doing it, it'll sound like Marth's NB attack. Is anyone else having these issues? (Grab pummel and glide)


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: Tasty Pumpkin Clock on March 21, 2011, 07:10:07 AM
I don't know what you're referring to with the glide animation.
But yeah I'm getting the grab thing as well. It's really goofy looking...


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: Albafika on March 21, 2011, 07:20:29 AM
I don't know what you're referring to with the glide animation.
But yeah I'm getting the grab thing as well. It's really goofy looking...

The glide animation is like in a loop doing the charge beginning of Marth's NB for me.


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: DivineOverlord on March 21, 2011, 11:44:52 AM
I fixed his flight last night XD


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: Albafika on March 21, 2011, 02:35:42 PM
I fixed his flight last night XD

Oh, so it REALLY had this problem. I was beginning to believe I was the only one with it. lol


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: DivineOverlord on March 21, 2011, 02:39:39 PM
^ nah, the animation was fine. I just gave it more movement frames and smoothed out his glide. The problem you mentioned earlier, I have no clue why it does that for you. lol


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: Albafika on March 21, 2011, 02:42:33 PM
^ nah, the animation was fine. I just gave it more movement frames and smoothed out his glide. The problem you mentioned earlier, I have no clue why it does that for you. lol

Hmm... -_- I'll just re-download Sephiroth's vertex, it could be that I suppose. lol


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: _Data_Drain_ on March 21, 2011, 04:09:46 PM
^ nah, the animation was fine. I just gave it more movement frames and smoothed out his glide. The problem you mentioned earlier, I have no clue why it does that for you. lol
You sure? His glide animation was wrong for me too, he was punching thin air... While in the air... Did you upload the right file last time?


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: Albafika on March 21, 2011, 04:11:48 PM
^ nah, the animation was fine. I just gave it more movement frames and smoothed out his glide. The problem you mentioned earlier, I have no clue why it does that for you. lol
You sure? His glide animation was wrong for me too, he was punching thin air... While in the air... Did you upload the right file last time?

Yay! Someone else had this issue!


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: DivineOverlord on March 21, 2011, 07:17:23 PM
^ nah, the animation was fine. I just gave it more movement frames and smoothed out his glide. The problem you mentioned earlier, I have no clue why it does that for you. lol
You sure? His glide animation was wrong for me too, he was punching thin air... While in the air... Did you upload the right file last time?

you know what, I think the system you guys are using isn't functioning with my motion file.
I use Gecko to hack the game and brawl box mod 4.2 for animations. Perhaps the problems you guys are experiencing is due to not using Gecko?


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: Tasty Pumpkin Clock on March 21, 2011, 07:24:07 PM
Wait... what problem is this??


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: DivineOverlord on March 21, 2011, 07:24:59 PM
^ nah, the animation was fine. I just gave it more movement frames and smoothed out his glide. The problem you mentioned earlier, I have no clue why it does that for you. lol
You sure? His glide animation was wrong for me too, he was punching thin air... While in the air... Did you upload the right file last time?

^ that lol


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: Albafika on March 21, 2011, 07:25:32 PM
^ nah, the animation was fine. I just gave it more movement frames and smoothed out his glide. The problem you mentioned earlier, I have no clue why it does that for you. lol
You sure? His glide animation was wrong for me too, he was punching thin air... While in the air... Did you upload the right file last time?

you know what, I think the system you guys are using isn't functioning with my motion file.
I use Gecko to hack the game and brawl box mod 4.2 for animations. Perhaps the problems you guys are experiencing is due to not using Gecko?

I use CFG Usb Loader, I doubt this'd be the case... Perhaps you have a wrong download link on the Vault? It'd be nice if you tested the link's PSA yourself, if not.. I dunno.

The gliding animation in the Motion file, how is it called? I'll go preview it on BrawlBox.


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: DivineOverlord on March 21, 2011, 07:28:50 PM
^ nah, the animation was fine. I just gave it more movement frames and smoothed out his glide. The problem you mentioned earlier, I have no clue why it does that for you. lol
You sure? His glide animation was wrong for me too, he was punching thin air... While in the air... Did you upload the right file last time?

you know what, I think the system you guys are using isn't functioning with my motion file.
I use Gecko to hack the game and brawl box mod 4.2 for animations. Perhaps the problems you guys are experiencing is due to not using Gecko?

I use CFG Usb Loader, I doubt this'd be the case... Perhaps you have a wrong download link on the Vault? It'd be nice if you tested the link's PSA yourself, if not.. I dunno.

The gliding animation in the Motion file, how is it called? I'll go preview it on BrawlBox.

 :notimp: That's an undermining statement. Of course I test my PSA before I release it! And the link is correct.


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: Albafika on March 21, 2011, 07:33:37 PM
^ nah, the animation was fine. I just gave it more movement frames and smoothed out his glide. The problem you mentioned earlier, I have no clue why it does that for you. lol
You sure? His glide animation was wrong for me too, he was punching thin air... While in the air... Did you upload the right file last time?

you know what, I think the system you guys are using isn't functioning with my motion file.
I use Gecko to hack the game and brawl box mod 4.2 for animations. Perhaps the problems you guys are experiencing is due to not using Gecko?

I use CFG Usb Loader, I doubt this'd be the case... Perhaps you have a wrong download link on the Vault? It'd be nice if you tested the link's PSA yourself, if not.. I dunno.

The gliding animation in the Motion file, how is it called? I'll go preview it on BrawlBox.

 :notimp: That's an undermining statement. Of course I test my PSA before I release it! And the link is correct.

Lol, I didn't mean it that way, perhaps you could have upped a diferent version, I've seen it happen a lot (Cases where someone uploads an "On work/backup version"), really. Also, hence why I asked which animation in the Motionfile has it, I want to see if that's the one that's playing in game, and if it's not, it's our problem, not yours, I was just wanting to make sure! =P But really, this is weird, then...


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: DivineOverlord on March 21, 2011, 07:37:08 PM
^ nah, the animation was fine. I just gave it more movement frames and smoothed out his glide. The problem you mentioned earlier, I have no clue why it does that for you. lol
You sure? His glide animation was wrong for me too, he was punching thin air... While in the air... Did you upload the right file last time?

you know what, I think the system you guys are using isn't functioning with my motion file.
I use Gecko to hack the game and brawl box mod 4.2 for animations. Perhaps the problems you guys are experiencing is due to not using Gecko?

I use CFG Usb Loader, I doubt this'd be the case... Perhaps you have a wrong download link on the Vault? It'd be nice if you tested the link's PSA yourself, if not.. I dunno.

The gliding animation in the Motion file, how is it called? I'll go preview it on BrawlBox.

 :notimp: That's an undermining statement. Of course I test my PSA before I release it! And the link is correct.

Lol, I didn't mean it that way, perhaps you could have upped a diferent version, I've seen it happen a lot, really. Also, hence why I asked which animation in the Motionfile has it, I want to see if that's the one that's playing in game, and if it's not, it's our problem, not yours, I was just wanting to make sure! =P But really, this is weird, then...

lol  my bad.

but anyways, animations file called : SpecialAirS4Lw, and SpecialAirHi....I double checked the versions you guys have and its correct. I just forgot to check the loop box in the specialAirHi animation subaction which I fixed up last night for 2.0


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: Albafika on March 21, 2011, 07:41:11 PM
^ nah, the animation was fine. I just gave it more movement frames and smoothed out his glide. The problem you mentioned earlier, I have no clue why it does that for you. lol
You sure? His glide animation was wrong for me too, he was punching thin air... While in the air... Did you upload the right file last time?

you know what, I think the system you guys are using isn't functioning with my motion file.
I use Gecko to hack the game and brawl box mod 4.2 for animations. Perhaps the problems you guys are experiencing is due to not using Gecko?

I use CFG Usb Loader, I doubt this'd be the case... Perhaps you have a wrong download link on the Vault? It'd be nice if you tested the link's PSA yourself, if not.. I dunno.

The gliding animation in the Motion file, how is it called? I'll go preview it on BrawlBox.

 :notimp: That's an undermining statement. Of course I test my PSA before I release it! And the link is correct.

Lol, I didn't mean it that way, perhaps you could have upped a diferent version, I've seen it happen a lot, really. Also, hence why I asked which animation in the Motionfile has it, I want to see if that's the one that's playing in game, and if it's not, it's our problem, not yours, I was just wanting to make sure! =P But really, this is weird, then...

lol  my bad.

but anyways, animations file called : SpecialAirS4Lw, and SpecialAirHi....I double checked the versions you guys have and its correct. I just forgot to check the loop box in the specialAirHi animation subaction which I fixed up last night for 2.0

We seem to be having a lot of misunderstandings lately, seriously, I'm not meaning to offend or trouble you, calm down xD (I just asked that 'cause Data had asked it on the last page and I thought that could be it).

I just saw those two... Those are Up B's I think, we're talking about Glide animation. ._. (The one he does when pressing jump button after second jump...) in case you got 'em confused.


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: DivineOverlord on March 21, 2011, 07:45:58 PM
^ nah, the animation was fine. I just gave it more movement frames and smoothed out his glide. The problem you mentioned earlier, I have no clue why it does that for you. lol
You sure? His glide animation was wrong for me too, he was punching thin air... While in the air... Did you upload the right file last time?

you know what, I think the system you guys are using isn't functioning with my motion file.
I use Gecko to hack the game and brawl box mod 4.2 for animations. Perhaps the problems you guys are experiencing is due to not using Gecko?

I use CFG Usb Loader, I doubt this'd be the case... Perhaps you have a wrong download link on the Vault? It'd be nice if you tested the link's PSA yourself, if not.. I dunno.

The gliding animation in the Motion file, how is it called? I'll go preview it on BrawlBox.

 :notimp: That's an undermining statement. Of course I test my PSA before I release it! And the link is correct.

Lol, I didn't mean it that way, perhaps you could have upped a diferent version, I've seen it happen a lot, really. Also, hence why I asked which animation in the Motionfile has it, I want to see if that's the one that's playing in game, and if it's not, it's our problem, not yours, I was just wanting to make sure! =P But really, this is weird, then...

lol  my bad.

but anyways, animations file called : SpecialAirS4Lw, and SpecialAirHi....I double checked the versions you guys have and its correct. I just forgot to check the loop box in the specialAirHi animation subaction which I fixed up last night for 2.0

We seem to be having a lot of misunderstandings lately, seriously, I'm not meaning to offend or trouble you, calm down xD (I just asked that 'cause Data had asked it on the last page and I thought that could be it).

I just saw those two... Those are Up B's I think, we're talking about Glide animation. ._. (The one he does when pressing jump button after second jump...) in case you got 'em confused.

Lol your right, my apologies, don't take what I say to the core, I'm generally a nice guy XD.

-about the glide after jumping,,,,I had no idea he can glide O.o.....its better to ask Hollow about that since he did the up B, air attacks, grabs, and glide?


EDIT: I see the problem you guys were talking about its under his subaction c4...I'll see if I can fix that for 2.0


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: Albafika on March 21, 2011, 07:48:56 PM
^ nah, the animation was fine. I just gave it more movement frames and smoothed out his glide. The problem you mentioned earlier, I have no clue why it does that for you. lol
You sure? His glide animation was wrong for me too, he was punching thin air... While in the air... Did you upload the right file last time?

you know what, I think the system you guys are using isn't functioning with my motion file.
I use Gecko to hack the game and brawl box mod 4.2 for animations. Perhaps the problems you guys are experiencing is due to not using Gecko?

I use CFG Usb Loader, I doubt this'd be the case... Perhaps you have a wrong download link on the Vault? It'd be nice if you tested the link's PSA yourself, if not.. I dunno.

The gliding animation in the Motion file, how is it called? I'll go preview it on BrawlBox.

 :notimp: That's an undermining statement. Of course I test my PSA before I release it! And the link is correct.

Lol, I didn't mean it that way, perhaps you could have upped a diferent version, I've seen it happen a lot, really. Also, hence why I asked which animation in the Motionfile has it, I want to see if that's the one that's playing in game, and if it's not, it's our problem, not yours, I was just wanting to make sure! =P But really, this is weird, then...

lol  my bad.

but anyways, animations file called : SpecialAirS4Lw, and SpecialAirHi....I double checked the versions you guys have and its correct. I just forgot to check the loop box in the specialAirHi animation subaction which I fixed up last night for 2.0

We seem to be having a lot of misunderstandings lately, seriously, I'm not meaning to offend or trouble you, calm down xD (I just asked that 'cause Data had asked it on the last page and I thought that could be it).

I just saw those two... Those are Up B's I think, we're talking about Glide animation. ._. (The one he does when pressing jump button after second jump...) in case you got 'em confused.

Lol your right, my apologies, don't take what I say to the core, I'm generally a nice guy XD.

-about the glide after jumping,,,,I had no idea he can glide O.o.....its better to ask Hollow about that since he did the up B, air attacks, grabs, and glide?

Can't blame you, I know he could because Hollow had it in his PSA, so as soon as the first version of this one came out, I tried it. (I'm rofl'ing my @ss right now, hope you don't mind... XD having PSA(s) in collaboration makes hilarious things like these happen. XD)


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: DivineOverlord on March 21, 2011, 07:50:51 PM
Lol the whole time I was so confused about what you guys were talking about XD well, thanks for clearing it up Wolfric ;D


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: Albafika on March 21, 2011, 07:51:59 PM
Lol the whole time I was so confused about what you guys were talking about XD well, thanks for clearing it up Wolfric ;D

No problem. XD

Hope we don't get into more misunderstood argues... I think it's my Display Picture that's making these argues happen. <_<


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: DivineOverlord on March 21, 2011, 07:53:00 PM
Lol the whole time I was so confused about what you guys were talking about XD well, thanks for clearing it up Wolfric ;D

No problem. XD

Hope we don't get into more misunderstood argues... I think it's my Display Picture that's making these argues happen. <_<

haha its nothing to do with your picture, I was just confused about what you guys were talking about is all. We're cool, no worries pal.


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: _Data_Drain_ on March 22, 2011, 10:50:18 PM
http://www.youtube.com/watch?v=YO5ueqrjpA4
I wonder if this video would help with making Sephiroth? I notice he has a new move in Dissidia 012, it's a quick slash that does multiple hits, and knocks the foe away... That's one thing I notice Sephiroth is missing, multi hitting moves, with low power...

Plus I wonder something... Can Sephiroth go into the air a little after Shadow Flare is done? This way, he can use an air move... Or would that be too broken? The reason I say this is, there's a move he uses in that video after Shadow Flare, that looks a bit like his first move he uses in KH2... I wonder if that move would make a better air down B?

Anyway DO, good luck. :P


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: Kumari sai on March 23, 2011, 12:19:09 AM
i think the attack that does the multiple would make a great side b air, kinda hard to hit with though


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: Tasty Pumpkin Clock on March 23, 2011, 12:51:13 AM

I wonder if this video would help with making Sephiroth? I notice he has a new move in Dissidia 012, it's a quick slash that does multiple hits, and knocks the foe away... That's one thing I notice Sephiroth is missing, multi hitting moves, with low power...

Plus I wonder something... Can Sephiroth go into the air a little after Shadow Flare is done? This way, he can use an air move... Or would that be too broken? The reason I say this is, there's a move he uses in that video after Shadow Flare, that looks a bit like his first move he uses in KH2... I wonder if that move would make a better air down B?

Anyway DO, good luck. :P
i think the attack that does the multiple would make a great side b air, kinda hard to hit with though

Can you make tilts chargable? You could make it into a charged tilt.
Or a charged up smash, it hits them a bunch of times and the sends them upwards.
Or a grab attack.

Also I got that glitch with the final smash Super Nova.
I think somewhere you said you were going to get rid of Super Nova? If so then you should make his aerial Final Smash Heartless angel, and his ground Final Smash Meteor. And you can switch his aerial special that was heartless angel to Godspeed, the attack where he shoots out those lasers. It's one of his signature moves.
I think everything works out then right?

It wouldn't be cheap if it's a Final Smash right? It has an interuptable start up, about two or three warlock/falcon punches time. Then it hits you from anywhere by using a giant hitbox, and inflicts 999% damage and zero knockback.

Yay or nay?


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: Albafika on March 23, 2011, 06:44:35 AM
Charging tilts... 999%... Are we talking about the OP version here?


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: Puraidou on March 23, 2011, 06:53:51 AM
Then it hits you from anywhere by using a giant hitbox, and inflicts 999% damage and zero knockback.
God i love this kind of FS ;D Gimme that on the OP version! xD


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: _Data_Drain_ on March 23, 2011, 07:29:07 AM

I wonder if this video would help with making Sephiroth? I notice he has a new move in Dissidia 012, it's a quick slash that does multiple hits, and knocks the foe away... That's one thing I notice Sephiroth is missing, multi hitting moves, with low power...

Plus I wonder something... Can Sephiroth go into the air a little after Shadow Flare is done? This way, he can use an air move... Or would that be too broken? The reason I say this is, there's a move he uses in that video after Shadow Flare, that looks a bit like his first move he uses in KH2... I wonder if that move would make a better air down B?

Anyway DO, good luck. :P
i think the attack that does the multiple would make a great side b air, kinda hard to hit with though

Can you make tilts chargable? You could make it into a charged tilt.
Or a charged up smash, it hits them a bunch of times and the sends them upwards.
Or a grab attack.

Also I got that glitch with the final smash Super Nova.
I think somewhere you said you were going to get rid of Super Nova? If so then you should make his aerial Final Smash Heartless angel, and his ground Final Smash Meteor. And you can switch his aerial special that was heartless angel to Godspeed, the attack where he shoots out those lasers. It's one of his signature moves.
I think everything works out then right?

It wouldn't be cheap if it's a Final Smash right? It has an interuptable start up, about two or three warlock/falcon punches time. Then it hits you from anywhere by using a giant hitbox, and inflicts 999% damage and zero knockback.

Yay or nay?

I don't think you can make tilts chargeable... Although, I still say he needs more multi hitting moves, just make each hit do 1% damage, have nasty end lag, and somewhat easy to DI out of, I really don't think it would be too cheap like that.


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: Albafika on March 23, 2011, 07:44:28 AM

I wonder if this video would help with making Sephiroth? I notice he has a new move in Dissidia 012, it's a quick slash that does multiple hits, and knocks the foe away... That's one thing I notice Sephiroth is missing, multi hitting moves, with low power...

Plus I wonder something... Can Sephiroth go into the air a little after Shadow Flare is done? This way, he can use an air move... Or would that be too broken? The reason I say this is, there's a move he uses in that video after Shadow Flare, that looks a bit like his first move he uses in KH2... I wonder if that move would make a better air down B?

Anyway DO, good luck. :P
i think the attack that does the multiple would make a great side b air, kinda hard to hit with though

Can you make tilts chargable? You could make it into a charged tilt.
Or a charged up smash, it hits them a bunch of times and the sends them upwards.
Or a grab attack.

Also I got that glitch with the final smash Super Nova.
I think somewhere you said you were going to get rid of Super Nova? If so then you should make his aerial Final Smash Heartless angel, and his ground Final Smash Meteor. And you can switch his aerial special that was heartless angel to Godspeed, the attack where he shoots out those lasers. It's one of his signature moves.
I think everything works out then right?

It wouldn't be cheap if it's a Final Smash right? It has an interuptable start up, about two or three warlock/falcon punches time. Then it hits you from anywhere by using a giant hitbox, and inflicts 999% damage and zero knockback.

Yay or nay?

I don't think you can make tilts chargeable... Although, I still say he needs more multi hitting moves, just make each hit do 1% damage, have nasty end lag, and somewhat easy to DI out of, I really don't think it would be too cheap like that.

I stand by my opinion of Sephiroth being fast, decent end lagg, good range (He DOES have that on his favor already) but less KO power than Sonic.


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: _Data_Drain_ on March 23, 2011, 07:59:40 AM
I stand by my opinion of Sephiroth being fast, decent end lagg, good range (He DOES have that on his favor already) but less KO power than Sonic.
Yeah, I agree with that, he's not slow in Dissidia, but he does have end lag, and in Brawl... He should have low kill power, I believe he should kill in the 150s, or somewhat later, since Sephiroth will deal damage easy...

So yeah, him having low kill power would be fair... I say you should have to play him like in Dissidia, not attack recklessly, since he's easy to punish, but in turn, punishes harshly, so the player should wait until the opponent makes a mistake, then strike.

His HP moves from Dissidia should be his kill moves, so Hell's Gate, Octoslash, Full charge meteor, and maybe second charge at a really high percentage...

Hell's Gate should have more start up lag, like in the game, and drag your foes down with him, multi hitting until he hits the ground, thus linking into the killing hit, but the dragging in the air part would be very easily DIed out of, this way, the Sephiroth player has to predict where the foe is gonna DI, and follow...

Well, there's my two cents on how he should play, as always DO, good luck man. :P


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: Tasty Pumpkin Clock on March 23, 2011, 09:26:27 AM
Charging tilts... 999%... Are we talking about the OP version here?

lol no. You misunderstood, I was talking about two different attacks.
I wanted to charge a tilt for the multi hit attack which is probably impossible.

And aerial final smash is heartless angel which does 999% and no knockback but is interpretable. There's no way that's overpowered, it has a long start up time, you can stop it and it's only usable with a smash ball.


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: Kumari sai on March 23, 2011, 08:06:26 PM
why not just make it the fully charged side smash, he just dashes through them and it does a ton of damage


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: Tasty Pumpkin Clock on March 24, 2011, 06:58:50 AM
Yeah that would work too.


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: Albafika on March 24, 2011, 07:18:47 AM
why not just make it the fully charged side smash, he just dashes through them and it does a ton of damage
Yeah that would work too.

Wait what for Fsmash?


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: Kumari sai on March 24, 2011, 10:33:31 AM
why not just make it the fully charged side smash, he just dashes through them and it does a ton of damage
Yeah that would work too.

Wait what for Fsmash?
yes, Fsmash fully charged


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: Albafika on March 24, 2011, 10:42:40 AM
why not just make it the fully charged side smash, he just dashes through them and it does a ton of damage
Yeah that would work too.

Wait what for Fsmash?
yes, Fsmash fully charged

What attack for Fsmash?


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: Kumari sai on March 24, 2011, 10:46:41 AM
why not just make it the fully charged side smash, he just dashes through them and it does a ton of damage
Yeah that would work too.

Wait what for Fsmash?
yes, Fsmash fully charged

What attack for Fsmash?
in a video earlier posted sephiroth does an attack where he dashes through the opponent and he does alot of damage


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: Tasty Pumpkin Clock on March 24, 2011, 12:24:26 PM
He dashes through and does multiple hits, or the one where he swings his swords (also causing multiple hits)


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: _Data_Drain_ on March 24, 2011, 07:51:13 PM
He dashes through and does multiple hits, or the one where he swings his swords (also causing multiple hits)

Hm... I do wonder though... You know, the current down B air for Sephiroth is a dash attach kinda thing... I wonder if that attack could replace it instead... Since that dash attack from that video, if it misses, it leaves him WIDE open, I mean, I think you could even Ike forward smash him with a bit of charge... Also, that's one of his moves that links from Shadow Flare...

I just wonder if Sephiroth could go into the air a bit after using Shadow Flare in Brawl... In Dissidia, you could attack foes if they dodged Shadow Flare wrong, like with that move, and with Sudden Cruelty... Not sure how that move would work in Brawl, but still...

Also,
http://www.gamefaqs.com/psp/939394-dissidia-final-fantasy/faqs/58679
I may have already shown this, but this is a great reference for name moves.

Edit: Oh yeah... Aafyre thought it would be a good idea for Octaslash to be a full charge forward smash move, kinda like how Eldiran's Zero had different attacks as full charge smash attacks, and the normal forward smash being a single slash... I agree actually, since Octaslash goes far, and could have high kill power.

Well anyway, I hope you use all my ideas, and Aaf's too. :P


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: DivineOverlord on March 25, 2011, 03:20:03 AM
^ Sorry guys, I'm gonna postpone sephy's update, I recently got the urge to finish up my LINK PSA which is soo fukin awesome XD....Link is a great character, I don't know why he was replaced with ZERO in many user systems.


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: Hackingstar on March 25, 2011, 03:42:50 AM
^ Sorry guys, I'm gonna postpone sephy's update, I recently got the urge to finish up my LINK PSA which is soo fukin awesome XD....Link is a great character, I don't know why he was replaced with ZERO in many user systems.

so i guess this means sephiroth 2.0 won't be out on the 27th?


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: DivineOverlord on March 25, 2011, 03:43:46 AM
^ nah, instead this really cool link psa will be out haha


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: Hackingstar on March 25, 2011, 03:45:18 AM
great on link
and on sephiroth...i'm sorry but...

http://www.youtube.com/watch?v=uA_zG7n-tVI


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: DivineOverlord on March 25, 2011, 03:47:31 AM
^ haha, his update will be next week. probably on monday.


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: Hackingstar on March 25, 2011, 03:49:54 AM
^ haha, his update will be next week. probably on monday.

sephiroth? (just makin sure)


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: DivineOverlord on March 25, 2011, 03:50:43 AM
^ yup for sephy.....I wanna finish link since I have his moveset all planned out. with a completely new final smash. :af:


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: Hackingstar on March 25, 2011, 03:52:22 AM
good luck on link and for sephy

wait for it....wait for it....waaait for iiiit......BING  ;D


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: Tasty Pumpkin Clock on March 25, 2011, 08:54:21 AM
His down aerial B should be Godspeed. He should shoot that thing Kirby shoots out with his up special. That sword slash thing.



Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: Hackingstar on March 25, 2011, 04:48:25 PM
His down aerial B should be Godspeed. He should shoot that thing Kirby shoots out with his up special. That sword slash thing.



isn't godspeed as of the attack aerial down B already in this sephiroth psa?


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: Albafika on March 25, 2011, 04:53:02 PM
....Guys, don't you all ant a Sephiroth that actually FEELS like it belongs in Brawl rather than an.. OP version? <_<


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: Tasty Pumpkin Clock on March 25, 2011, 05:33:22 PM
I don't understand how this is overpowered?

Godspeed: If Kirby can shoot this then why can't Sephiroth?
Heartless Angel: 999% damage but also an laggy interuptable final smash.
Multi Hit Strike: Has to fully charge before using.

Isn't that how Sephiroth is? Super powerful attacks that take a long time to use or have a long lag time after wards?

isn't godspeed as of the attack aerial down B already in this sephiroth psa?
Godspeed is the attack where he shoots those thin blue lasers.


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: Akiba Red on March 25, 2011, 05:35:40 PM
Actually in Dissidia he was really fast with weak, punishable attacks.


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: Hackingstar on March 25, 2011, 05:37:29 PM
I don't understand how this is overpowered?

Godspeed: If Kirby can shoot this then why can't Sephiroth?
Heartless Angel: 999% damage but also an laggy interuptable final smash.
Multi Hit Strike: Has to fully charge before using.

Isn't that how Sephiroth is? Super powerful attacks that take a long time to use or have a long lag time after wards?
Godspeed is the attack where he shoots those thin blue lasers.

oh. that's the up tilt in this psa i think


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: SiLeNtDo0m on March 25, 2011, 05:41:00 PM
999% is beyond absurd and just plain stupid and needlessly strong.  Even if it is laggy, you're completely invulnerable during an FS animation so you're opponent can just run and hope they don't get unlucky.

There's a difference between power and just plain stupidely strong.  999% doesn't fit at all.  Not in a million years for the balanced version and not even for the OPed version (even characters like MAX Onslaught Falcon don't do that much in an FS).


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: Tasty Pumpkin Clock on March 25, 2011, 05:51:09 PM
That's only because apparently you can't stop him.
When he originally used it in KH2 it was a move he would use multiple times like it was nothing.

Now I know this is a different game obviously but I mean if you think about it his current final smash kills all the opponents instantly anyway. >_>

Plus 999% is NOT overpowered if you balance it out. Nothing is over powered if you can stop it easily. The idea is that using it rarely works but when it does it's rewarding.


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: Akiba Red on March 25, 2011, 05:55:39 PM
Yeah...but it could be like while they are in killing range...not an absolute 1 hit..


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: Albafika on March 25, 2011, 06:06:02 PM
I disagree with many ideas here, but I DO like the multi hitting, AS LONG as it does Low Damage, and I disagree in having a teleport or godspeed or however attack you call it, for Brawl, it wouldn't be suited, but, Multi hits that'd not be too Op in a way you'd push back 3 characters in a FF, with a Hitbox that'd only get the one that got into the hit or something... I hope you get what I mean, like, right now, I dislike when friends spam Sephy's Fsmash on FFA, imagine how'd this be like. It wouldn't feel "SSBB" at all.


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: Tasty Pumpkin Clock on March 25, 2011, 06:17:07 PM
Honestly I rather dislike his FS right now too. His Nova kills you from anywhere...
Which is why I came up with the Heartless Angel idea, but if you can't stop him while he's using a final smash then I guess it's impossible. So.. NEVERMIND. : P

I don't see whats wrong with that teleport move if it takes a long time to charge.

And Godspeed is a different attack, it's the laser. Apparently it's up tilt, I didn't realize that was it, it doesn't look much like it. I think Kirbys sword attack effect looks more like it.

He should shoot one of those diagonally downwards for his down aerial attack. Basically the up tilt but aimed downwards instead of upwards. (And hopefully with Kirbys Up Special slash effect)


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: _Data_Drain_ on March 26, 2011, 02:54:19 AM
I disagree with many ideas here, but I DO like the multi hitting, AS LONG as it does Low Damage.
I would think each hit would do like... 1%, and be easy to DI out of, that's how I see Sephiroth, low base damage on each hit, and low total damage, like... 9 or something, and VERY low kill power.

I still want Hell's Gate to work like it actually does in Dissidia, him raising up, with enough time to say "To the Promise Land!"

Then striking downward, the falling part if you're hit by it would be a multi hit move, which leads into the killing hit, however, it would be easy to DI out of, VERY easy, so the Sephiroth player would need to predict just which way the foe goes, or else they get away, and can punish Sephiroth afterward...

There needs to be more end lag after the move is done too, so you can really punish him.


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: SmashClash on March 27, 2011, 06:59:31 AM
I see v2 is coming out today.


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: DivineOverlord on March 27, 2011, 07:49:37 AM
I see v2 is coming out today.

haha yeah maybe, depends. I got so caught up with updating link i forgot to update sephy. :/


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: Hackingstar on March 27, 2011, 08:04:20 AM
haha yeah maybe, depends. I got so caught up with updating link i forgot to update sephy. :/

well you still got plenty of time between now and tomorrow so... *takes out megaphone* lets go lets go! you don't wanna disappoint the fans do ya? do ya? no so! lets go lets go!


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: Master_Ryuk on March 27, 2011, 09:16:13 PM
well you still got plenty of time between now and tomorrow so... *takes out megaphone* lets go lets go! you don't wanna disappoint the fans do ya? do ya? no so! lets go lets go!
Its not like he is going to hurry because of that
Pressure always makes things go wrong


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: Hackingstar on March 27, 2011, 09:17:08 PM
i'm just sayin man.


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: Tasty Pumpkin Clock on March 28, 2011, 09:10:37 AM
Its not like he is going to hurry because of that
Pressure always makes things go wrong

Gotta agree with him. It'll be ready when it's ready. Your comment isn't going to make him think "I better get this done faster". It just makes it look like we're using him.


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: _Data_Drain_ on March 28, 2011, 02:36:19 PM
Gotta agree with him. It'll be ready when it's ready. Your comment isn't going to make him think "I better get this done faster". It just makes it look like we're using him.
Indeed... When you rush something, it will not be NEAR as good as if the PSA maker took their time, look at Hollow's Sephiroth, it got rushed, and it shows...

Plus, DO can do as he pleases, not like we can make HIS choices for him... That's for him to decide. :P


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: Hackingstar on March 29, 2011, 12:12:55 PM
randomness: *two sides of me appear*
calm side: i understand, perfection takes time.
impatient evil side: aw man. sephiroth v2 didn't come out sunday or yesterday (monday) :(
calm side: hey, perfection takes time. accept that
impatient evil side: never! why DO? why did you betray me and the fans?
calm side: that's it! you're going BACK in the CAGE.
impatient evil side: *pouts* well excuuuse me for waiting for sephiroth v2 on the original date (3-27) and then waiting an extra day (3-28) and then bam it's not here again!
calm side: am i gonna have to get the taser again?
impatient evil side:... *pushes calm side of me down and goes and finds DO* why man? why did you do this man? why?
calm side: *sigh* he just doesn't stop..

*randomness over*


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: Ultraxwing on March 29, 2011, 01:31:43 PM
Patientce is a virtue, though how much i would LOVE a better Sephiroth version, hopefully with a better hell's gate in the air... not so ass, and should be able to be stopped.


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: _Data_Drain_ on March 29, 2011, 01:32:42 PM
Patientce is a virtue, though how much i would LOVE a better Sephiroth version, hopefully with a better hell's gate in the air... not so ass, and should be able to be stopped.
As long as it has some nasty end lag, that's not a bad idea, since you had to hold the button to drop further...

Although, even with nasty end lag... If my idea was added in there too... Then I guess that would be an easy kill move...

Edit: I just remembered, Shadow Flare on the balanced version is spammable again... You need to fix that, and the cancel it with A attacks thing... Also, maybe have a time limit on the aiming part... 5 seconds should do it.


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: Kumari sai on March 30, 2011, 04:10:20 PM
so, do you have a release date for version 2? just kinda wondering (sorry if you take this as rushing you)


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: OmegaMalkior on April 03, 2011, 08:15:13 PM
So he is getting an update?? _-_ I guess our work for SephiPuff is rendered invalid :notimp:
Meh, what ever, we will work with 1.5 then.
Oh! and if someone can contribute to this:
http://forums.kc-mm.com/index.php?topic=22481.0


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: DivineOverlord on April 03, 2011, 08:28:36 PM
haha yeah, I'm just gonna post some updates tonight, changing his B in air and other stuff.


Title: Re: KH2/FF7/DIS Sephiroth V.1.5 by DivineOverlord, Hollow, BigBadBooya 3-10-11
Post by: OmegaMalkior on April 03, 2011, 08:38:50 PM
Ands thats 2.0? Or just a small change?


Title: Re: KH2/FF7/DIS Sephiroth V.2.0 updated 4.4.11
Post by: DivineOverlord on April 04, 2011, 04:37:27 AM

Update - (4-4-11 by DivineOverlord)
+New B special In Air
+New Throw animations
+Fixed some hit boxes
+New chargable Down B Special
+Fixed final smash
+Fixed his running
+ more.


Sneak Peak

(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110404_0156binout.jpg)

(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110404_0155binout.jpg)

(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110404_01551binout.jpg)


Title: Re: KH2/FF7/DIS Sephiroth V.2.0 updated 4.4.11
Post by: Rayn on April 04, 2011, 07:22:05 AM
Awesome.


Title: Re: KH2/FF7/DIS Sephiroth V.2.0 updated 4.4.11
Post by: Hackingstar on April 04, 2011, 02:09:50 PM
*tests it* e.pic dawg! XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.0 updated 4.4.11
Post by: Tasty Pumpkin Clock on April 04, 2011, 02:44:41 PM
D :

Wtf happened to his grab?? He doesn't stab anymore he.. grabs.
And when he does it electrocutes them... you should probably fix that.

The start of the run is still funny.

Love the new down B.

Also love the new animation for neutral B air. But how the hell do you use it?
Do you have to hit the opponent with those lights?


Title: Re: KH2/FF7/DIS Sephiroth V.2.0 updated 4.4.11
Post by: Hollow on April 04, 2011, 02:49:54 PM
D :

Wtf happened to his grab?? He doesn't stab anymore he.. grabs.
And when he does it electrocutes them... you should probably fix that.

The start of the run is still funny.

Love the new down B.

Also love the new animation for neutral B air. But how the hell do you use it?
Do you have to hit the opponent with those lights?
Yeah, I saw the grab thing. (Geez, I haven't even been paying attention to my own collab 0.0)


Title: Re: KH2/FF7/DIS Sephiroth V.2.0 updated 4.4.11
Post by: DivineOverlord on April 04, 2011, 02:56:25 PM
D :

Wtf happened to his grab?? He doesn't stab anymore he.. grabs.
And when he does it electrocutes them... you should probably fix that.

The start of the run is still funny.

Love the new down B.

Also love the new animation for neutral B air. But how the hell do you use it?
Do you have to hit the opponent with those lights?

geez can you guys make up ur freaking minds? first you guys complain about the first grab and now this fu*ck  this is annoying. The lighting hits was suggested by you guys as well.  and duh! the B in air hit box is those "lights"  :>.>: and Hollow, you dont even do that much, maybe you should do the next update.


Title: Re: KH2/FF7/DIS Sephiroth V.2.0 updated 4.4.11
Post by: Hollow on April 04, 2011, 02:59:18 PM
geez can you guys make up ur freaking minds? first you guys complain about the first grab and now this fu*ck  this is annoying. The lighting hits was suggested by you guys as well.  and duh! the B in air hit box is those "lights"  :>.>: and Hollow, you dont even do that much, maybe you should do the next update.
Woah, what's up with you?


Title: Re: KH2/FF7/DIS Sephiroth V.2.0 updated 4.4.11
Post by: DivineOverlord on April 04, 2011, 03:01:03 PM
haha its just annoying how they keep suggesting things only to complain about it later. Irritates me, I'll put the grab back to the way it was but that's the last time I'll ever update sephy.


Title: Re: KH2/FF7/DIS Sephiroth V.2.0 updated 4.4.11
Post by: Hollow on April 04, 2011, 03:03:50 PM
I probably won't update it for a while, I have too much school sh!t I have to do, or my life is f*cked over. I wish I could do this, believe me, but I'm not sure I'll be able to do anything until school lets out or until I catch a break, which could be the same thing.
I'm really sorry, man.


Title: Re: KH2/FF7/DIS Sephiroth V.2.0 updated 4.4.11
Post by: DivineOverlord on April 04, 2011, 03:06:37 PM
its cool man. I understand, school just started today for me as well. I won't be working on any new PSA's till july lol...school comes first ;D


Title: Re: KH2/FF7/DIS Sephiroth V.2.0 updated 4.4.11
Post by: Albafika on April 04, 2011, 03:07:18 PM
Divine is explosive! XD

I'll test this later, seems like a very nice update.


Title: Re: KH2/FF7/DIS Sephiroth V.2.0 updated 4.4.11
Post by: Tasty Pumpkin Clock on April 04, 2011, 03:09:06 PM
I think you misunderstood what we all meant with the grab thing.

Here's what it originally was(this was the best one):
Grab: He stabbed them.
Grab Pummel: It electrocuted them. (which was kind of random)

Then it changed (accidentally I think) to this:
Grab: Stab
Grab Pummel: It reverted to the old one.  He holds them punches them. They weren't even on his sword. This was the problem.

And now:
Grab: He like... grabs. And there's lightning...
Grab Pummel: I'm not even sure.

In the original move set by data drain (which is also what I agree with was this.

Grab: He stabs them like it originally was. (Plus there are no effects)
Grab Pummel: It doesn't electrocute them, he twists his sword and it hurts them.
I also think this is the simplest one...


Title: Re: KH2/FF7/DIS Sephiroth V.2.0 updated 4.4.11
Post by: _Data_Drain_ on April 04, 2011, 03:31:30 PM
I think you misunderstood what we all meant with the grab thing.

Here's what it originally was(this was the best one):
Grab: He stabbed them.
Grab Pummel: It electrocuted them. (which was kind of random)

Then it changed (accidentally I think) to this:
Grab: Stab
Grab Pummel: It reverted to the old one.  He holds them punches them. They weren't even on his sword. This was the problem.

And now:
Grab: He like... grabs. And there's lightning...
Grab Pummel: I'm not even sure.

In the original move set by data drain (which is also what I agree with was this.

Grab: He stabs them like it originally was. (Plus there are no effects)
Grab Pummel: It doesn't electrocute them, he twists his sword and it hurts them.
I also think this is the simplest one...
Yeah, that's what I said alright... Anyway, I'll test this out in a little bit... See what I can find and what not.


Title: Re: KH2/FF7/DIS Sephiroth V.2.0 updated 4.4.11
Post by: DivineOverlord on April 04, 2011, 03:33:28 PM
Well Be grateful guys, I took the time to update him again just now. I edited the catch attack animations, where he will hold you up by the sword and twist his arm a little everytime you do the catch attack. It looks great now.

Again Be grateful :af:


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: SiLeNtDo0m on April 04, 2011, 03:42:02 PM
*Is grateful :af:*


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Ultraxwing on April 04, 2011, 03:43:21 PM
i'm always grateful of the overlord.

i even made you a cookie. you want it again?


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: DivineOverlord on April 04, 2011, 03:53:58 PM
lol I just noticed that his leg twitches when he does his catch attack in game, yet when I look at it in brawlbox, it doesn't twiches at all....strange.



Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: SiLeNtDo0m on April 04, 2011, 04:02:50 PM
lol I just noticed that his leg twitches when he does his catch attack in game, yet when I look at it in brawlbox, it doesn't twiches at all....strange.



Most likely due to Slope Physics or Eye Events.  I hate those >.>


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: DivineOverlord on April 04, 2011, 04:08:08 PM
oooh I see. I'm not sure how to fix it then haha.

I'm about to update him again but its just updates on his turn run, turn break, and turn animations to be seph style.


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: _Data_Drain_ on April 04, 2011, 04:09:22 PM
Okay, feedback time...

Animations are looking better... However, down B in the air seems... Off... If done close to the edge of the stage, he jerks downward...

He still has too little lag in places, like down B, you can kinda spam it... Speaking of that, the level 3 charge is kinda... Odd... It doesn't hit as good as the other levels, I would rather use level 2, since it's harder to DI out of.

Side B, you can mash it over and over, like in version 1... Although, at least he doesn't sky rocket when done in the air like he used to... So that's good at least, but it seems strange he doesn't go through with the ending animation...

He's still got too much kill power, and down air hasn't changed at all... It kills at like... 90% on Mario, kinda low when you think about how fast it is... I still say it needs as much start up as it has in DIssidia, and drag the foe along as you go down, however it being DIable, so the Sephiroth player would need to predict which way the foe DIs...

Forward smash takes a long time to charge all the way...

The grab moves you forward when it connects.

Forward throw is really powerful, it killed Mario at 92%, and since it's easy to grab foes as they recover, it's pretty easy to land this kill move.

Down throw has an odd angle, it looks like it should throw them forward, but, it throws them behind you.

I thought Heartless Angel was gonna hit the foe if they are on the ground? It seems a bit odd to hit with at the moment... Sometimes it does a bit of damage, sometimes it's an insta-kill.

You can still do that sliding attack thing while dodge rolling, the ones I notice are most useful to use are, up smash, down tilt, and AAA, this... Might be a bit too good... (Although, I will admit cool looking.)

Although, doing down smash with this looks odd...

When you use a normal Marth, or any with a cape, the cape goes crazy while dodging.

He seems to lack the needed lag on most moves... I feel this is too much, so I'll have more later if I find anything else.

Edit: You can crouch when dodge rolling, and get like a... Super Wavedash. XD

Also, have you fixed the holding A and B while walking freeze? I haven't tried it yet...


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: DivineOverlord on April 04, 2011, 04:22:09 PM
Okay, feedback time...

Animations are looking better... However, down B in the air seems... Off... If done close to the edge of the stage, he jerks downward...

He still has too little lag in places, like down B, you can kinda spam it...

Side B, you can mash it over and over, like in version 1... Although, at least he doesn't sky rocket when done in the air like he used to... So that's good at least, but it seems strange he doesn't go through with the ending animation...

He's still got too much kill power, and down air hasn't changed at all... It kills at like... 90% on Mario, kinda low when you think about how fast it is... I still say it needs as much start up as it has in DIssidia, and drag the foe along as you go down, however it being DIable, so the Sephiroth player would need to predict which way the foe DIs...

Forward smash takes a long time to charge all the way...

The grab moves you forward when it connects.

Forward throw is really powerful, it killed Mario at 110%, and since it's easy to grab foes as they recover, it's pretty easy to land this kill move.

Down throw has an odd angle, it looks like it should throw them forward, but, it throws them behind you.

I thought Heartless Angel was gonna hit the foe if they are on the ground? It seems a bit odd to hit with at the moment... Sometimes it does a bit of damage, sometimes it's an insta-kill.

You can still do that sliding attack thing while dodge rolling, the ones I notice are most useful to use are, up smash, down tilt, and AAA, this... Might be a bit too good... (Although, I will admit cool looking.)

Although, doing down smash with this looks odd...

When you use a normal Marth, or any with a cape, the cape goes crazy while dodging.

He seems to lack the needed lag on most moves... I feel this is too much, so I'll have more later if I find anything else.

Edit: You can crouch when dodge rolling, and get like a... Super Wavedash. XD

Also, have you fixed the holding A and B while walking freeze? I haven't tried it yet...

The forward Smash Loops, I thought you would notice that by now. It has the same charging time as a regular forward smash except the animation simply loops.

The down throw is correct. there is nothing wrong with it. except perhaps the trajectory.

The down B is not spamable, the only one you can spam is the first charge, which only does 5 damages.

Down B in air. Well I have nothing to say about it since I wont update this anymore. I'll leave that to Hollow. Next time I update this will be in july.

The B in air is fine. it has a long charge time and he is vunerable. I wont change it. You should learn how to use PSA, then you'll see its impossible to only have it hit the ground since he is in the air.

that is all I have to say for now.



Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: _Data_Drain_ on April 04, 2011, 04:24:41 PM
The B in air is fine. it has a long charge time and he is vunerable. I wont change it. You should learn how to use PSA, then you'll see its impossible to only have it hit the ground since he is in the air.
Not quite true, Brawl- Dedede hits the ground with his forward smash, and it has a large hitbox only on the ground...

And another thing, forward smash takes 8 seconds to charge, where as the other smash attacks take 2, it just doesn't fit right.


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: DivineOverlord on April 04, 2011, 04:29:24 PM
Not quite true, Brawl- Dedede hits the ground with his forward smash, and it has a large hitbox only on the ground..

Your missing my point dude. The B special In AIR, HAPPENS IN THE AIR, which is different than it happening on the ground. If sepherioth was on the ground, then yes it is possible to have it only hit the ground. But, if you learned about PSA, You'll see that it is impossible to have his B special in Air only hit the ground because Seperitoh can be anywhere in the air, His TOP N bone would have to be touching the ground at all times in order for it to only hit the ground while his body is in air. yet, you fail to realize that. :/

Therefore, I will not allow this attack to be changed since it is fine the way it is.


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: _Data_Drain_ on April 04, 2011, 04:33:49 PM
Your missing my point dude. The B special In AIR, HAPPENS IN THE AIR, which is different than it happening on the gound. If sepherioth was on the gound, then yes it is possible to have it only hit the ground. But, if you learned about PSA, You'll see that it is impossible to have his B special in Air only hit the ground because Seperitoh can be anywhere in the air, His TOP N bone would have to be touching the ground at all times in order for it to only hit the ground while his body is in air. yet, you fail to realize that. :/

Therefore, I will not allow this attack to be changed since it is fine the way it is.
Yikes... Um... Uh... Hm... Alright, I'll comment on that move no more then...

But I do think that, whoever makes the next update should consider what I said about most of the other moves... And, also, you can use another move right after down B on the ground... This is why I think it needs some kind of end lag...

Also, I was mistaken... Side B does make you go up into the air when you spam it in the air... It's as you go up in your jump.


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: DivineOverlord on April 04, 2011, 04:55:06 PM
Yikes... Um... Uh... Hm... Alright, I'll comment on that move no more then...

But I do think that, whoever makes the next update should consider what I said about most of the other moves... And, also, you can use another move right after down B on the ground... This is why I think it needs some kind of end lag...

Also, I was mistaken... Side B does make you go up into the air when you spam it in the air... It's as you go up in your jump.

I'm not concerned about being able to attack after using his Down B, because the same thing applies to other characters. Plus, the first charge is weak, only doing 5 damages and the hit box is not as tall as the fire pillar, so you can jump over it. Furthermore, the second charge takes 100 frames to do, while the last charge takes 200 frames. I think its fine the way it is for brawl since no CPU or Human will be foolish enough to just stand there and get hit. Unless the CPU is at Level <= 4

and another small thing you mentioned was the small scalar forward movement when he grabs a character. Come on dude, are you serious? He hardly moves forward.

I want feed back that addresses major issues, not small irrelevant things like sephy moving 1 micrometer forward when he grabs someone.

I admit, his down B in air does need to be changed, but I'll leave that up to Hollow to decide, if he wants to take the task up on changing it.

I have no clue why the side B in air moves up so much for you. I tested it out and on my system he doesn't move up at all. Moreover, If sephy was to use it consistently, it will not help him get back to the stage as the Side B has no momentum. The attack is weak (doing only 8 damages) and hit box is far spaced. It's actually a disadvantage to use it in close combat.

Edit: The cape glitch while doging can be fixed, I never noticed it because I hardly dodge when I brawl lol


Darn I just realized, I replaced the animation for his Side B for catch by accident. Main file will be re uploaded in a bit.



EDIT

Update @5:00PM Last update till 7-11-2011 by DivineOverlord
+New Side B animations.
+Fixed down throw
+Fixed Air Evade Glitch
+Changed his Down B in Air



Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Hollow on April 04, 2011, 06:51:15 PM
Want me to quick make the grab attack twist his sword instead?
I can do that.


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Hackingstar on April 04, 2011, 06:58:14 PM
he's gone.


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Hollow on April 04, 2011, 07:00:01 PM
I'm asking anyone.


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Rayn on April 04, 2011, 07:01:13 PM
fo sho, bro.


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: DivineOverlord on April 04, 2011, 07:01:42 PM
Want me to quick make the grab attack twist his sword instead?
I can do that.

haha okay, sounds cool. I won't be able to test it out though since I gave my wii to my bro. :/


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Hollow on April 04, 2011, 07:06:04 PM
Well, I'm not sure it would need testing. It's simple enough.


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: DivineOverlord on April 04, 2011, 07:09:47 PM
Well, I'm not sure it would need testing. It's simple enough.

Nice :af:


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Hackingstar on April 04, 2011, 07:15:20 PM
go mr. synthora! XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Tasty Pumpkin Clock on April 04, 2011, 11:52:21 PM
IT SUCKS! YOU SHOULD RESTART THE ENTIRE PROJECT!

Actually it's awesome. It's pretty much finished in my opinion.
So good job, congrats, kudos, and all that. But mainly thanks so much.

The only thing left I think it the "Down Special Air". It obviously needs to be changed to something else. I'd change it to Godspeed, the same as his up tilt but aiming downwards and limited to one per jump.

Other then that it's just small stuff. Hollow if you could make him twist his sword for his Grab Pummel that would be great, and remove the electricity. Replace it with like, a sword slash effect or something. It would make more sense.

Anyway all in all this is great. Oh and if someone could get those voices done that would be fantastic.
It's really the last thing he needs now...


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Rayn on April 04, 2011, 11:53:36 PM
^agreed


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: DivineOverlord on April 04, 2011, 11:58:48 PM
IT SUCKS! YOU SHOULD RESTART THE ENTIRE PROJECT!

Actually it's awesome. It's pretty much finished in my opinion.
So good job, congrats, kudos, and all that. But mainly thanks so much.

The only thing left I think it the "Down Special Air". It obviously needs to be changed to something else. I'd change it to Godspeed, the same as his up tilt but aiming downwards and limited to one per jump.

Other then that it's just small stuff. Hollow if you could make him twist his sword for his Grab Pummel that would be great, and remove the electricity. Replace it with like, a sword slash effect or something. It would make more sense.

Anyway all in all this is great. Oh and if someone could get those voices done that would be fantastic.
It's really the last thing he needs now...

Yeah, in the latest version, I took out the down Special in Air and replaced it with his Down Special on ground until I or one of the collabs make the animation for godspeed, not sure how we're going to control his movement in Air. Other than that, I made some animations for his TurnRun and stuff like that but some didn't turn out as good as I wanted it to. XD

I wished we had a vertext of KH2 Seperioth.  :kdance:



Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Tasty Pumpkin Clock on April 05, 2011, 12:14:38 AM
I wished we had a vertext of KH2 Seperioth.  :kdance:
D: Me too. Aafyre is making one but I'm guessing it's gonna be a while. But man that's gonna be sweet. : D

And for Godspeed you (or whoever makes it) should use Kirbys up special sword effect. That blue slash thing he shoots out.

His turn run, is that the one used when he starts running or when he turns around?


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: DivineOverlord on April 05, 2011, 12:19:22 AM
D: Me too. Aafyre is making one but I'm guessing it's gonna be a while. But man that's gonna be sweet. : D

And for Godspeed you (or whoever makes it) should use Kirbys up special sword effect. That blue slash thing he shoots out.

His turn run, is that the one used when he starts running or when he turns around?

aww but we don't have anymore room for external graphics. I can probably manipulate the regular system graphics to make it look like that.


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Tasty Pumpkin Clock on April 05, 2011, 12:27:48 AM
That would be sweet.
It looks lots like the actual Godspeed so it's perfect if you could somehow get it to look like that.


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Hollow on April 05, 2011, 05:11:21 AM
I just had a thought. You know how you can use any character's external graphics, but only if they are actually in-game?

Well, how does the game register that?
I wonder if Dant could make a code that registers every single character in one match.
We could use every charcters' external graphics.
Oh, yeah, also SFX, right? I'm not too familiar with SFX, but dfoes it work the same way as external graphics?

EDIT: Oh, yeah, I forgot to upload the new files. I'll do that quick.


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Tasty Pumpkin Clock on April 05, 2011, 02:30:30 PM
Which new files?


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: _Data_Drain_ on April 05, 2011, 02:38:28 PM
I'm not concerned about being able to attack after using his Down B, because the same thing applies to other characters. Plus, the first charge is weak, only doing 5 damages and the hit box is not as tall as the fire pillar, so you can jump over it. Furthermore, the second charge takes 100 frames to do, while the last charge takes 200 frames. I think its fine the way it is for brawl since no CPU or Human will be foolish enough to just stand there and get hit. Unless the CPU is at Level <= 4

and another small thing you mentioned was the small scalar forward movement when he grabs a character. Come on dude, are you serious? He hardly moves forward.

I want feed back that addresses major issues, not small irrelevant things like sephy moving 1 micrometer forward when he grabs someone.

I admit, his down B in air does need to be changed, but I'll leave that up to Hollow to decide, if he wants to take the task up on changing it.

I have no clue why the side B in air moves up so much for you. I tested it out and on my system he doesn't move up at all. Moreover, If sephy was to use it consistently, it will not help him get back to the stage as the Side B has no momentum. The attack is weak (doing only 8 damages) and hit box is far spaced. It's actually a disadvantage to use it in close combat.
...I post minor details too, because that's what feedback is for, it's not just to point out a freezing glitch, it's a guideline to making the character as good as it can be, my question is, why are you getting so mad about that?

All I was trying to do was help...

Plus, you should address these issues, since he's still not on par with SDo0m's Cloud's polishing... That's just how I feel, I wanted to help in some shape, or form to help make him a balanced character...


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: DivineOverlord on April 05, 2011, 05:01:20 PM
I wasn't mad, I was just saying lol.....Well, all things aside, I won't be able to "Polish" him up since I'm aiming for A's in all my current classes then I have to take my Graduate Record Examination for graduate school next year :/ too much stress to be worrying about PSAs at the moment. XD But, Hollow did another update on him, improving his catch attack which seems pretty good....I could make new wait animations but there really isn't a defined reference to a wait animation that everyone can agree to have. Balancing seperioth is a little more complex than balancing cloud since he has a longer sword. That's why I hardly put any effort in that department.


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: _Data_Drain_ on April 05, 2011, 05:08:06 PM
I wasn't mad, I was just saying lol.....Well, all things aside, I won't be able to "Polish" him up since I'm aiming for A's in all my current classes then I have to take my Graduate Record Examination for graduate school next year :/ too much stress to be worrying about PSAs at the moment. XD But, Hollow did another update on him, improving his catch attack which seems pretty good....I could make new wait animations but there really isn't a defined reference to a wait animation that everyone can agree to have. Balancing seperioth is a little more complex than balancing cloud since he has a longer sword. That's why I hardly put any effort in that department.
Alright, I can understand that, since as we all know, good grades? come LONG before video games. XD

But, if Hollow continues in your stead, he should take into account what I said, also, I think the way to balance Sephiroth would be to just give him ending lag, like... Really nasty end lag, enough to make the player a bit cautious about recklessly attacking, but at the same time, little start up time, so he can punish foes well.

Anyway, DO? Good luck with those A+'s. :)


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Albafika on April 05, 2011, 05:14:55 PM
Fast start, end lagg, LOWer killing power than Sonic. Enough to make him balanced. =P

I actually like more the first Wait Animation, but that's me.


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: _Data_Drain_ on April 05, 2011, 05:22:42 PM
Fast start, end lag, Lower killing power than Sonic. Enough to make him balanced. =P
Sounds about right, since right now, Sephiroth can kill in the 90s, kinda powerful for someone with that much range.


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: DivineOverlord on April 05, 2011, 05:25:47 PM
by ending lag, do you guys mean you want sephy to just stand there unable to move for about 10 frames? or when his attack about to end, he would move slowly?



"I actually like more the first Wait Animation, but that's me."

which one was that?


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Tasty Pumpkin Clock on April 05, 2011, 05:39:44 PM
Yes the end of his attack would be slower. It would look funny if he just stood there after an attack.

And I for one like the new wait animation more.


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: DivineOverlord on April 05, 2011, 05:42:03 PM
^ I agree about the last frames of his attacks being really slow, it makes since and its easier to do. ;D

btw, how come your warned?


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Master_Ryuk on April 05, 2011, 06:02:01 PM
Maybe this has been discused before, but if you are going to put so much ending in the aaa combo you should make it stronger in knockback.


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: _Data_Drain_ on April 05, 2011, 06:07:32 PM
Maybe this has been discused before, but if you are going to put so much ending in the aaa combo you should make it stronger in knockback.

Yeah, I just noticed that, that move actually leaves you open after it's done, even with a successful hit... Although... It's harder to punish if you use it far away, and I guess that's a proper reward... Also, I notice up air kinda lacks use at times... Although, it is fast, so I don't know, maybe have it harder to DI out of, but at the cost of more end lag?

When his attack about to end, he would move slowly?
This is what we meant, since it would be silly of him to stand there, instead, have him move slow at the end of the animation, take note of how he moves in that one video, he sometimes even takes time to pose a bit, maybe work based around that? (Well, Hollow can, while you get them A's. :P)


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Tasty Pumpkin Clock on April 05, 2011, 06:33:37 PM
btw, how come your warned?

Like months ago I made a multiple account. I used it like once,I don't really know why I made it in the first place...
And I didn't know it was against the rules. Someone just recently checked if there were any multiple accounts and...
tah dah.

And yes the lag at the end is easy to do thankfully : D.


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: _Data_Drain_ on April 05, 2011, 06:49:57 PM
I forgot one more thing... You can cancel ANY B move with charge up time, into any A attack, or grab... Seems off to me... It makes it hard to punish him for using B button moves.


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Hollow on April 05, 2011, 07:17:26 PM
here's what i think should be done to get him balanced.

Low killing power, but very fast, and throw in a kill move in there so he's not so powerless.
I like having a failsafe move so I'm not so helpless. But that's just me.


Question for DO: If a character was in the air, and I set his state to On Ground, would I be able to use his ground moves in the air?


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: _Data_Drain_ on April 05, 2011, 07:20:25 PM
here's what i think should be done to get him balanced.

Low killing power, but very fast, and throw in a kill move in there so he's not so powerless.
I like having a failsafe move so I'm not so helpless. But that's just me.
Don't forget the end lag, Sephiroth has end lag in Dissidia, plus he has insane range... Just low kill power won't make him perfectly balanced.

And I say his only kill moves should be as followed, down air, once it acts like it did in Dissidia, forward smash, down smash once you fix how long the hit box lasts, or at least make him have more end lag, up smash, keep Heartless Angel the way it is I guess, although... I guess you could make it do a crap load of damage instead of outright killing the foe instantly, full charge Meteor should be as it is now, everything else should not kill...

And for the ones that do, I say the % they should kill at is somewhere in the 150s, or at very least 130s if done right, do it based on how much lag the move has, the more lag, and end lag, the more likely it is to kill around 130%, faster kill moves should kill at 150, or more...

And I still say all of his moves need more end lag, save for his AAA.

Okay, I'm done. :P


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Albafika on April 05, 2011, 08:19:34 PM
By end lag we mean he'd take a bit to get back in position to move, he'd take a bit to pull back his sword and take a position or something, something like that could work, and have less KO power than Sonic, and stick this fast regarding start lag.


Also, moves like Fsmash and a few tilts that are supposed to hit his front shouldn't hit his back, Fsmash has a huge range and can hit behind Sephiroth, same with other moves, I'll check more on this later.

By the first Standing Animation I meant where he holds his sword in fron of his face, it looked SO DAMN AWESOME in my opinion.

Hope I am of help with this.. ^^ All for the best, DO!


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Tasty Pumpkin Clock on April 05, 2011, 11:11:58 PM
By end lag we mean he'd take a bit to get back in position to move, he'd take a bit to pull back his sword and take a position or something, something like that could work, and have less KO power than Sonic, and stick this fast regarding start lag.


Also, moves like Fsmash and a few tilts that are supposed to hit his front shouldn't hit his back, Fsmash has a huge range and can hit behind Sephiroth, same with other moves, I'll check more on this later.

By the first Standing Animation I meant where he holds his sword in fron of his face, it looked SO DAMN AWESOME in my opinion.

Hope I am of help with this.. ^^ All for the best, DO!

Would it be difficult to release two versions for each idle animation?


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: _Data_Drain_ on April 05, 2011, 11:20:20 PM
Would it be difficult to release two versions for each idle animation?
Hm... I have an idea... Rather then putting in two motion files, you could put in the individual animation files for each idea pose... Then tell people to put them in the main motion file...


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Albafika on April 05, 2011, 11:22:21 PM
Hm... I have an idea... Rather then putting in two motion files, you could put in the individual animation files for each idea pose... Then tell people to put them in the main motion file...

Won't work, the animation this way would just get Sephy into position abnormally, like, his body would "teleport" to the wait position, instead of having him get back into position fluently like he used to before. Just stick with one, make a poll or just pick it yourself.


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: _Data_Drain_ on April 05, 2011, 11:30:16 PM
Won't work, the animation this way would just get Sephy into position abnormally, like, his body would "teleport" to the wait position, instead of having him get back into position fluently like he used to before. Just stick with one, make a poll or just pick it yourself.
Hm... true... But at the moment, he does that anyway. XD

But yeah, I guess a poll would work out good, and maybe a video of each one somewhere in the topic.


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: DivineOverlord on April 05, 2011, 11:30:53 PM
or it can be determined by taunts. uptaunt L is wait 1 and R is wait 2.


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Albafika on April 05, 2011, 11:32:03 PM
Hm... true... But at the moment, he does that anyway. XD

But yeah, I guess a poll would work out good, and maybe a video of each one somewhere in the topic.

At first, if I recall correctly, Sephiroth had a fluent animation with the first Wait (Standing with the sword being held in front of his face)


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Tasty Pumpkin Clock on April 05, 2011, 11:36:25 PM
So Up/Down taunts would control his wing and left/right taunt controls his stance?
That would be cool. Is there any way to make it so his taunts don't actually make him taunt?

Because his taunts are very un-Sephiroth like at the moment.


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: DivineOverlord on April 05, 2011, 11:43:34 PM
yeah, i could make animations for taunts I have videos I can ref.

Also, in dissadia and KH2 his sword is actually a little longer than the one we have here. It's longer and thinner. Would you guys be ok with me editing his sword a little?



EDIT, I'm going to change his up smash for this one animation I saw that looks pretty cool.


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Tasty Pumpkin Clock on April 06, 2011, 12:00:52 AM
Nothing but good news there. : D


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: DivineOverlord on April 06, 2011, 12:06:15 AM
cool, i just got done fixing up his sword, it looks much nicer.

I should be studying but damn, i got the urge to make this entry animation I saw in a video I have. XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Tasty Pumpkin Clock on April 06, 2011, 12:58:15 AM
Haha, not that school isn't important but I've always thought it was better to do things when you have the urge to do them. It makes it easier. So in my opinion if you feel like making an entry animation then go for it!


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Albafika on April 06, 2011, 01:12:36 AM
NO!

Go study. <_< Your hobby should't affect your life in a negative way.


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Tasty Pumpkin Clock on April 06, 2011, 01:20:25 AM
 :>.>palm:

It's not like he's going to give up studying... this isn't going to affect his grade...
He can always study a bit later.
Nobody (smart) makes video games a higher priority then school. XP


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: mivadebe on April 06, 2011, 02:07:53 AM
Hey all, first of all thanks for this awesome piece of work! I have a question however: I would like to preview this character in brawlbox but for some reason I can't get it to work. Could someone tell me how I'm able to preview the model with its animations? I know I normally need to load a pac file , preview the model and load the motionetc file. However I can't get it to work with sephiroth. Does it need an extra step?


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Hollow on April 06, 2011, 04:57:01 AM
At first, if I recall correctly, Sephiroth had a fluent animation with the first Wait (Standing with the sword being held in front of his face)
Yeah, I made Wait1 an animation transition from Marth's Wait1 to Sephy's. I don't know if he got rid of it or not.


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Hollow on April 06, 2011, 04:58:27 AM
Hey all, first of all thanks for this awesome piece of work! I have a question however: I would like to preview this character in brawlbox but for some reason I can't get it to work. Could someone tell me how I'm able to preview the model with its animations? I know I normally need to load a pac file , preview the model and load the motionetc file. However I can't get it to work with sephiroth. Does it need an extra step?
PSAs don't have the character's model. You have to go and download sephiroth by Aafyre to preview.

Sorry for double post.


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: mivadebe on April 06, 2011, 05:36:04 AM
Thanks for your reply. I thought it maybe would be possible to get his wing to show up but I found out how it works. Great work you guys!


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: DivineOverlord on April 06, 2011, 09:21:29 AM
^ its down taunt that takes out his wings and side taunt that puts them away. The match starts off with his wings put away XD. It will be updated so that up taunt is wait 1 and or wait 2


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Albafika on April 06, 2011, 10:17:44 AM
:>.>palm:

It's not like he's going to give up studying... this isn't going to affect his grade...
He can always study a bit later.
Nobody (smart) makes video games a higher priority then school. XP

If he was supposed to be studying, we  shouldn't be the tentation for him to not to and then face the bad results. It was his own choice, I know, but you or anyone else aproving it openly added more to it, it's something we shouldn't do, since this is could mess his grade. I'm telling this 'cause I've been in this situation where people supported me not to study and finish some designs in Freehand for 'em and I ended up failing.

^ its down taunt that takes out his wings and side taunt that puts them away. The match starts off with his wings put away XD. It will be updated so that up taunt is wait 1 and or wait 2

I just hope it fits, but it'd be easier and less trouble to just add a poll about it or something, or pick whichever you both like most (By both I mean you and Hollow)


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: DivineOverlord on April 06, 2011, 10:47:41 AM
If he was supposed to be studying, we  shouldn't be the tentation for him to not to and then face the bad results. It was his own choice, I know, but you or anyone else aproving it openly added more to it, it's something we shouldn't do, since this is could mess his grade. I'm telling this 'cause I've been in this situation where people supported me not to study and finish some designs in Freehand for 'em and I ended up failing.

I just hope it fits, but it'd be easier and less trouble to just add a poll about it or something, or pick whichever you both like most (By both I mean you and Hollow)

lol your right.


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: SmashHackers on April 06, 2011, 10:03:21 PM
Well dunno if anyone has pointed it out but grounded neutral-b at the lowest charge of a meteor will cause his wing to disappear for a moment. Just pointing it out if nobody has noticed. Great moveset btw keep up the great work


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: DivineOverlord on April 06, 2011, 10:11:29 PM
^ double check that. I used to think that too but his wing did not disappear.


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Albafika on April 06, 2011, 10:14:58 PM
Feedback time!

Other than what I said about the hitboxes, I've come with a few random things.

The Glide Animation (Glide as Pit's and Meta Knight's, not Up B): I think that's not the Animation Hollow did for it, or is it?

I said I had a few random things, but it's noly that one, I'm too tired to remember anything else, I'm off to bed, sleep well guys!


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: DivineOverlord on April 06, 2011, 10:22:16 PM
not sure. I think I might take it out entirely.


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Albafika on April 06, 2011, 10:27:18 PM
not sure. I think I might take it out entirely.

Yeah, no needed imo.


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Tasty Pumpkin Clock on April 06, 2011, 11:46:20 PM
not sure. I think I might take it out entirely.

Wait what? Take out what?


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Hackingstar on April 07, 2011, 04:08:46 AM
Wait what? Take out what?

sephiroth's glide animation.


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Hollow on April 07, 2011, 04:59:06 AM
I am now able to vertex. Not a whole lot, because the program isn't drag and drop like 3ds, I have to put in values to move vertices.
But I can still vertex.


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Tasty Pumpkin Clock on April 07, 2011, 03:58:40 PM
So he wouldn't glide anymore??
Or you would just change the animation?

Personally I think the animation is fine...


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: DivineOverlord on April 07, 2011, 05:08:58 PM
^ How do you make him glide anyways? I use the numchuck controller and I can never seem to make him glide. :/


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Hackingstar on April 07, 2011, 05:22:03 PM
^ How do you make him glide anyways? I use the numchuck controller and I can never seem to make him glide. :/

ask you're co-partner, Hollow Synthora.


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Hollow on April 07, 2011, 05:39:17 PM
^ How do you make him glide anyways? I use the numchuck controller and I can never seem to make him glide. :/
Do you use the jump button, or do you press up? You need to use the jump button for it to work. :-\


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Tasty Pumpkin Clock on April 07, 2011, 05:52:51 PM
D: Wtf?! I thought we were talking about the up special...
I didn't even know he could do that...

Yeah you should probably change that it looks... hm.
Or maybe just have his wing come out during it.


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Thundaga_T2 on April 07, 2011, 09:15:27 PM
Do you use the jump button, or do you press up? You need to use the jump button for it to work. :-\
If you guys are talking about the glide maneuver that Pit, MK, and Charizard have, then yes you can do it with the stick. Its more difficult, but if you tap up, then quickly alternate left/right once, the character should start gliding. I managed to do this several times by accident.


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Tasty Pumpkin Clock on April 07, 2011, 10:47:16 PM
Same here.
But like you said it's much easier with the jump button.


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: _Data_Drain_ on April 09, 2011, 05:08:24 AM
http://www.youtube.com/watch?v=tKtXyf8D06E
Just thought I would show a video I made... It shows a few things I commented about, like attacking out of a dodge roll.
(Though I forgot to record the side B in the air...)

Edit:
I think Sephiroth's kill percent should be 150% at VERY least, and as I've been saying, a lot of end lag on everything, and start up lag on Hell's Gate... (And maybe a few other moves.)

Also, get rid of the super armor on Meteor... It wasn't like that in Dissidia.

And I believe, IS, said to change the sounds on the B down, I think he was talking about the hit sounds, since it makes slash noises, rather then burning noises.


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Lythro on April 10, 2011, 01:38:21 PM
Just thought I would show a video I made... It shows a few things I commented about, like attacking out of a dodge roll.
(Though I forgot to record the side B in the air...)

Edit:
I think Sephiroth's kill percent should be 150% at VERY least, and as I've been saying, a lot of end lag on everything, and start up lag on Hell's Gate... (And maybe a few other moves.)

Also, get rid of the super armor on Meteor... It wasn't like that in Dissidia.

And I believe, IS, said to change the sounds on the B down, I think he was talking about the hit sounds, since it makes slash noises, rather then burning noises.

^I agree with this.^ Someone playing as Sephiroth at the moment can easily just be a [censored] and use his long range, formidable recovery speed, and crushing special moves to keep anyone at bay. Although that said I'm LOVING this PSA a lot more. Heartless angel (down B in mid air isn't it?) looks great, and is still a practical move. The grab seems to be fixed again and is looking well. I think the final smash is much better and very presentable, and all the animations all round are excellent  ;D

Just a question though, how difficult would it be to make his side-B attack move more like Zelda's side-B? The movement seems very artificial. Same goes for his up+B, though I'd imagine making that more like Pit's flight movement would be a lot harder...

As for him attacking out of the roll, this wouldn't be a problem if the dodge roll wasn't a teleport, right? (Besides, squishy Sephiroth is squishy)

Any ways regardless. This is FAAANTASTIC. Thanks so very much for all of you putting it together! I'll definitely keep checking here though in case any more updates are made.


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: DivineOverlord on April 10, 2011, 02:27:13 PM
^ thanks. About his SIDE B, yeah it is possible to have it work like Zelda's now that I thought about it, I would have to give it a homing effect yet your still able to control whether it goes up or down, I'll try putting that in when I update him.


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Hackingstar on April 10, 2011, 03:22:07 PM
^ thanks. About his SIDE B, yeah it is possible to have it work like Zelda's now that I thought about it, I would have to give it a homing effect yet your still able to control whether it goes up or down, I'll try putting that in when I update him.

in july XD. sorry, just thought i'd put that out  :-\


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Tasty Pumpkin Clock on April 10, 2011, 08:19:07 PM
in july XD. sorry, just thought i'd put that out  :-\

lol


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: _Data_Drain_ on April 11, 2011, 02:51:27 AM
^ thanks. About his SIDE B, yeah it is possible to have it work like Zelda's now that I thought about it, I would have to give it a homing effect yet your still able to control whether it goes up or down, I'll try putting that in when I update him.
Hm... Yeah, that would even fix the time limit thing I've been asking about... So how was the video? Was that a good way to see why I want him to have end lag?

...

Anyway, I think Side B air could be Oblivion, it could maybe work like this, it has a good bit of start up lag, if it hits, the first hit would stun the foe, then the rest would be like Fox's laser, and not make them flinch, except for the last hit, that would knock them away a bit, if it misses though... It would leave him wide open, I mean, open to kill moves...

The move is like his "That's enough!" move from KH2, only this is in the air... You would see it in a Dissidia video. :P


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Tasty Pumpkin Clock on April 11, 2011, 05:35:51 AM
I'm kinda disappointed that's an aerial move in Dissidia... I prefer the KH2 version.


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: _Data_Drain_ on April 11, 2011, 05:51:52 AM
I'm kinda disappointed that's an aerial move in Dissidia... I prefer the KH2 version.
Honestly, I think it's more useful as an air move.


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Thundaga_T2 on April 11, 2011, 09:19:18 PM
Hm... Yeah, that would even fix the time limit thing I've been asking about... So how was the video? Was that a good way to see why I want him to have end lag?

...

Anyway, I think Side B air could be Oblivion, it could maybe work like this, it has a good bit of start up lag, if it hits, the first hit would stun the foe, then the rest would be like Fox's laser, and not make them flinch, except for the last hit, that would knock them away a bit, if it misses though... It would leave him wide open, I mean, open to kill moves...

The move is like his "That's enough!" move from KH2, only this is in the air... You would see it in a Dissidia video. :P
Hey can I offer an opinion on that move you suggested? If the middle of the attack is like fox's laser and doesnt make the opponent flinch, whats gonna stop them from falling out of the attack, I mean unless it has a timer effect on the person getting hit. It should either have that time slowing effect on it, or make the opponent flinch just enough so that they can DI out of it, otherwise it would be impossible to hit anyone with the entire attack.


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Tasty Pumpkin Clock on April 12, 2011, 12:18:41 AM
Well the opponent stays in one place while getting hit so I think stopping/slowing time would be the best.

Now that I think about it why not have them flinch? I mean he's already landed a risky attack... and in the Dissidia/KH2 it makes them flinch a lot...

Why not a bunch of extremely weak hits with lots of flinching? The attack only lasts a brief moment. And personally I don't think the last hit should have any more knock back.

So... long start up lag. Quick slash. If it connects it hits them a bunch of times, flinchy, inescapable, no knockback, light damage. If it doesn't connect it leaves him REALLY wide open for attacks.


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: _Data_Drain_ on April 14, 2011, 04:46:46 AM
I just noticed... You can hold A during the grab... Dude, I think that's way overpowered, since his throws are already too powerful as it is, couple that with a pummel that does up to 10% damage without even trying... This needs to be a more normal pummel, Hollow needs to fix this... A pummel like any normal character would do.


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Hollow on April 14, 2011, 04:56:33 AM
Fine.


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Albafika on April 14, 2011, 07:25:57 AM
I just noticed... You can hold A during the grab... Dude, I think that's way overpowered, since his throws are already too powerful as it is, couple that with a pummel that does up to 10% damage without even trying... This needs to be a more normal pummel, Hollow needs to fix this... A pummel like any normal character would do.

The stabbing thing is original, I'd like if it stayed, though, fixing these issues for it, of course.


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Tasty Pumpkin Clock on April 14, 2011, 08:13:40 AM
The stabbing is fine we just need the the fact that you can hold the A button to deal damage fixed.


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: _Data_Drain_ on April 14, 2011, 08:43:26 AM
The stabbing is fine we just need the the fact that you can hold the A button to deal damage fixed.
Erk... Oops... I didn't make myself clear I guess... I mean the pummel should work like any other character... The grab is fine the way it is, him holding them on his sword is highly original.

(Although maybe if it misses it should have more end lag.)


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Tasty Pumpkin Clock on April 14, 2011, 08:51:27 AM
I agree with the lag thing as well. But on the other hand almost all his attacks should have more end lag.


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: _Data_Drain_ on April 14, 2011, 08:57:35 AM
I agree with the lag thing as well. But on the other hand almost all his attacks should have more end lag.
Right, as we've been saying, he should rely on punishing moves, rather then pressure with long range, and high kill power, he should have end lag on all moves, some more then others, I say the ones that need lag the most, are his kill moves... Plus, he should not be able to cancel, Hell's Gate, Heartless Angel, or any B button charging moves... He's in all honesty, too safe to spam with.

On a kinda random note, you know... I'm growing kinda fond of that attack out of a dodge roll thing... I say it would be balanced if you gave his moves a lot of end lag, plus it's in character to his KH self.

And the forward tilt... I like the idea of a combo move, just give that first part if you miss more end lag, keep the second part as it is, this could work out with the idea of his moves having little start up, but nasty end lag...


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Albafika on April 14, 2011, 09:03:06 AM
End lagg, fast as he is and the range is on his side, and LOW KO power...

Also, his Fsmash really have some disjointed boxes, it his behind Sephy, and Up Smash, I'm not sure if it's fixed, but that attack has some disjointed boxes too (Or had (?))


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: _Data_Drain_ on April 14, 2011, 09:04:58 AM
End lagg, fast as he is and the range is on his side, and LOW KO power...

Also, his Fsmash really have some disjointed boxes, it his behind Sephy, and Up Smash, I'm not sure if it's fixed, but that attack has some disjointed boxes too (Or had (?))
Forward smash still hits behind him, but up smash has been fixed, it can be punished quite nicely now, I know, I punished the CPU for doing it wrong. :P

Down smash's hit box lasts too long... I just killed Peach with it near the end of the animation... =_=;


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Tasty Pumpkin Clock on April 14, 2011, 10:26:08 AM
Right, as we've been saying, he should rely on punishing moves, rather then pressure with long range, and high kill power, he should have end lag on all moves, some more then others, I say the ones that need lag the most, are his kill moves... Plus, he should not be able to cancel, Hell's Gate, Heartless Angel, or any B button charging moves... He's in all honesty, too safe to spam with.

On a kinda random note, you know... I'm growing kinda fond of that attack out of a dodge roll thing... I say it would be balanced if you gave his moves a lot of end lag, plus it's in character to his KH self.

And the forward tilt... I like the idea of a combo move, just give that first part if you miss more end lag, keep the second part as it is, this could work out with the idea of his moves having little start up, but nasty end lag...

Everything here is right on.


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Lythro on April 14, 2011, 09:31:26 PM
This is getting preeetty awesome. I agree with the grab thing, it's too fast. But that's all. The stabbing grab and swordtwist damage is one of the best things ever. But more end lag if it misses (along with all the other stuff) would be great too.


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: OmegaMalkior on April 14, 2011, 09:48:29 PM
Can you make a few changes to OP version to make it really OP? Because I think the OP version has been badly changed except side-B

1. Make heartless angle be instant and don't go into helpless flight
2. Give more jumps and a bit more speed
3. Make his Up-B infinite flight
4. Make his chargings (down-B, neutral-B, but not heartless angle) be really quick in charging
5. (also do this for normal version) make the down-B flames hit everywhere they appear instead of only hitting on specific place.


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Tasty Pumpkin Clock on April 14, 2011, 10:34:25 PM
I think I have a better idea for the grab.
Increase the end lag. And remove the pummel completely. Just make it so that as long as you're on the sword you take damage.
(I mean you ARE impaled on a sword while being lifted into the air)

The downside to the attack is that if you miss you're left wide open. Probably the only grab with end lag. And with good reason.

Yay or nay?


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: _Data_Drain_ on April 15, 2011, 03:55:12 AM
Can you make a few changes to OP version to make it really OP? Because I think the OP version has been badly changed except side-B

1. Make heartless angle be instant and don't go into helpless flight
2. Give more jumps and a bit more speed
3. Make his Up-B infinite flight
4. Make his chargings (down-B, neutral-B, but not heartless angle) be really quick in charging
5. (also do this for normal version) make the down-B flames hit everywhere they appear instead of only hitting on specific place.
1. I disagree there, how about instead, make it hit from anywhere, rather then one spot, this would make it like his boss self from KH2.

2. Uh... If I'm not mistaken, he has over 100 jumps... That's too many if you ask me, I hate that anyway, it's so over done... He should have 7 jumps. XD

3. And... When you fight him, he can just chicken out for the rest of the battle? I'll pass, since I've had too many CPU do that with infinite flight, they get out of my reach, and stay there, forcing me to quit the battle.

4. Well, okay, that sounds alright.

5. Hm... Alright, that sounds reasonable, as long as there's a good bit more end lag, and a bit of start up lag on the balanced version.

I think I have a better idea for the grab.
Increase the end lag. And remove the pummel completely. Just make it so that as long as you're on the sword you take damage.
(I mean you ARE impaled on a sword while being lifted into the air)

The downside to the attack is that if you miss you're left wide open. Probably the only grab with end lag. And with good reason.

Yay or nay?
Hm... Well, it wouldn't be the only grab with end lag, just look at Link's, or Samus' (both versions of her), they have some nasty end lag on their grabs (which is kinda silly for them, some end lag is fine, but they over do it.)

Sephiroth having no pummel... Hm... That actually makes sense, so, I would think it would damage every half second, not sure how much, but this might work out, if his grab has more end lag then Link's, it would balance itself out I think.


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Hollow on April 15, 2011, 05:02:30 AM
Sephiroth having no pummel... Hm... That actually makes sense, so, I would think it would damage every half second, not sure how much, but this might work out, if his grab has more end lag then Link's, it would balance itself out I think.
I'm not sure I could get rid of of his pummel without it looking bad.


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Tasty Pumpkin Clock on April 15, 2011, 05:38:28 AM
You can't just make the animation the same as the one used when he stands there?
Or what did you mean by that?


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: _Data_Drain_ on April 15, 2011, 05:42:10 AM
I'm not sure I could get rid of of his pummel without it looking bad.
Hm... Well, I think what Apprentice Of Death meant was, they would constantly take damage as they're being held on his sword, I say every half second...

But if you say so, you can make it act more like a normal pummel, except it looks like it does now, him twisting the sword in them...

So yeah, it was just an idea, I just thought it might look alright, but if you don't think so, just stick with his sword stabbing grab, and sword twisting pummel, base the damage off of someone else's pummel.

And, give it end lag like Link's grab if it misses... And as we said before, give all his moves end lag, and NO CANCELING them either, I say if you start one of his moves, and it misses, you should be punished by your enemy for it... I hate how Heartless Angel can be canceled, the CPU does this all the time...

As a matter of fact, you can see how broken some traits are, just by fighting him as a CPU... Well anyway, good luck then. :)


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Tasty Pumpkin Clock on April 15, 2011, 05:51:09 AM
You can't make him automatically pummel each half second? And not change the animation?


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: DivineOverlord on April 16, 2011, 04:36:30 PM
I updated sepherioth with a lot of new animations but I can't find my sensor bar to test em :/ (that's what happens when you let your siblings play with your system lol  :-[)


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Hackingstar on April 16, 2011, 05:34:14 PM
I updated sepherioth with a lot of new animations but I can't find my sensor bar to test em :/ (that's what happens when you let your siblings play with your system lol  :-[)

1. It's Sephiroth not Sepherioth
2. Pay more attention to your surroundings *coughsiblingscough*
3. keep up the good work on Sephiroth as to your co-workers
 


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: DivineOverlord on April 16, 2011, 05:36:50 PM
^ I know that. I can correct your grammar and spelling all the time if I wanted to. However, since these posts are not meant to be intellectual, I won't bother with it. 


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: _Data_Drain_ on April 16, 2011, 05:43:43 PM
^ I know that. I can correct your grammar and spelling all the time if I wanted to. However, since these posts are not meant to be intellectual, I won't bother with it. 
Ohhoho, burned. XD

But aw man... I'm sorry to hear about your sensor bar... :(


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: OmegaMalkior on April 16, 2011, 05:55:57 PM
I updated sepherioth with a lot of new animations but I can't find my sensor bar to test em :/ (that's what happens when you let your siblings play with your system lol  :-[)

Has it been uploaded yet?


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: _Data_Drain_ on April 16, 2011, 06:00:02 PM
Has it been uploaded yet?
Most likely not, since he couldn't test him out... So, I guess he wouldn't want to release something that MAY, have a chance of freezing, or being glitchy.


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: DivineOverlord on April 16, 2011, 06:09:04 PM
yup yup. lol. I really like the guard animations I made though and the dash. I want to change his Up Smash animation but I haven't found anything to change it with. Also, I changed his side tilt attack to "Silencing Strike"

Look @ 0:12 seconds into the video
http://www.youtube.com/watch?v=qtWPbUKcMXk



take a look at this video @ 0:04 seconds into it. You see that animation he does when he casts Shadow Flare? Do you think that would be a good one to use for his side B?

http://www.youtube.com/watch?v=qtWPbUKcMXk


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: _Data_Drain_ on April 16, 2011, 06:13:31 PM

take a look at this video @ 0:04 seconds into it. You see that animation he does when he casts Shadow Flare? Do you think that would be a good one to use for his side B?
Hm... Maybe, I kinda wonder what would happen if he actually floated in the air, and could do air moves after it?


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: DivineOverlord on April 16, 2011, 06:19:43 PM
well I could have him go into a helpless state after using his side B in air....


Hey, I was watching the "limit Break" he does over and over  and I think I can make it look something like that as a final smash.....This should be interesting XD...I'll take out the meteor and current super nova final smash and replace it with his limit break. GFX art work is my specialty XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: _Data_Drain_ on April 16, 2011, 06:22:51 PM
well I could have him go into a helpless state after using his side B in air....


Hey, I was watching the "limit Break" he does over and over  and I think I can make it look something like that as a final smash.....This should be interesting XD...I'll take out the meteor and current super nova final smash and replace it with his limit break. GFX art work is my specialty XD
Hm... Well, I say change his side B air to Oblivion, it's in that video you used, it's at 0:22... And...

O_O

You... you can do that!? Damn... If you can, go for it!


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: DivineOverlord on April 16, 2011, 06:24:25 PM
oooh it looks cool, Oblivion. Plus, since its a Side B it should work out fine.


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: _Data_Drain_ on April 16, 2011, 06:27:56 PM
oooh it looks cool, Oblivion. Plus, since its a Side B it should work out fine.
Yeah, I say the ground side B should stay the same... Or if you want, like Zelda's, and the air side B should be Oblivion, a few pages back, we talked about how it should work. :P


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: DivineOverlord on April 16, 2011, 06:34:43 PM
oh I haven't been reading the posts honestly but I know I'm gonna  have it work like zelda's.....I just got done with his  NEW final smash animations, all that's left is code.


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: OmegaMalkior on April 16, 2011, 06:42:36 PM
well I could have him go into a helpless state after using his side B in air....


DON'T DO THIS, NOT EVEN FOR THE BALANCED VERSION, WAY BAD IDEA


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: _Data_Drain_ on April 16, 2011, 06:45:15 PM
DON'T DO THIS, NOT EVEN FOR THE BALANCED VERSION, WAY BAD IDEA


Um... But Zelda goes into free fall... Plus, it will be kinda like Fox, or Falco's side B now (only multi hitting), so free fall will be needed.

...And, Divine, you should look back on some posts, we came up with balancing ideas, and what not...

Like this one, where I tell what animations are what in a video.
http://forums.kc-mm.com/index.php?topic=20198.msg372990#msg372990

Also, this is how Sephiroth should be in the final version.
http://forums.kc-mm.com/index.php?topic=20198.msg444891#msg444891

I hope this saves time looking through the thread. :P


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: DivineOverlord on April 16, 2011, 07:17:20 PM
alrighty, I probably can release version 2.6 tomorrow when my brother comes home. since he has my sensor bar..


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: OmegaMalkior on April 16, 2011, 07:31:37 PM
Sephiroth Side-B isnt as strong as Zelda so, DON'T do that

alrighty, I probably can release version 2.6 tomorrow when my brother comes home. since he has my sensor bar..

K, thanks ;D


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Thundaga_T2 on April 16, 2011, 08:19:52 PM
alrighty, I probably can release version 2.6 tomorrow when my brother comes home. since he has my sensor bar..
You should see about getting a classic controller, that way you wont completely need a sensor bar, for menu purposes anyway.


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: OmegaMalkior on April 16, 2011, 09:02:06 PM
Or just get BootMii


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Albafika on April 17, 2011, 12:03:03 AM
Using caps won't change anything Malkior.

Have it free fall, it'll be more balanced that way.


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: OmegaMalkior on April 17, 2011, 11:50:03 AM
Well if you want do it for Normal Seph.

Just DON'T do it for the OP version


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: DivineOverlord on April 18, 2011, 01:08:20 AM
Status update: Start

I was trying to make his final smash to be similar to Dissidia and have succeeded. However, since it is  super smash bros. brawl (being a 2-dimensional game) the final smash camera doesn't look right in stages that have obstacles in the way, like hyrule temple because they get in the way of the camera.

here are some pics just for spoilers.

(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110417_2227binout.jpg)
(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110417_22271binout.jpg)
(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110417_22272binout.jpg)
(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110417_22273binout.jpg)
(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110417_22281binout.jpg)

Those were just spoiler pics but I cant have it as a final smash unless I can somehow turn the buildings or other fixed matter invisible when he uses his final smash. XD

So, right now, Sephiroth still has he current two final smash as you all know.

I have polished his animations and it's a lot better now. I just need to fix up is side tilt attack and I'll release version 2.6. By the way, anyone have ideas for attack air N?

Oh, I manage to give him end lags that flow really smoothly. + a lot of new animations


Status update: End


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Tasty Pumpkin Clock on April 18, 2011, 01:21:04 AM
This sounds great. Exciting stuff. : D
For his NAir attack he should hit his opponent further into the air.

Oh and how long do you think it will be?


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Albafika on April 18, 2011, 07:07:51 AM
That FS looks AMAZING! Release it on an alternated version for people that play on flat stages like me. o_o

What did you changed his Ftilt to? As much as the first one was a bit "OP", it was a nice attack imo, but, I don't mind if it was changed, either. XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: _Data_Drain_ on April 18, 2011, 09:24:42 AM
Status update: Start

I was trying to make his final smash to be similar to Dissidia and have succeeded. However, since it is  super smash bros. brawl (being a 2-dimensional game) the final smash camera doesn't look right in stages that have obstacles in the way, like hyrule temple because they get in the way of the camera.

here are some pics just for spoilers.

*Insert badass final smash here*

Those were just spoiler pics but I cant have it as a final smash unless I can somehow turn the buildings or other fixed matter invisible when he uses his final smash. XD

So, right now, Sephiroth still has he current two final smash as you all know.

I have polished his animations and it's a lot better now. I just need to fix up is side tilt attack and I'll release version 2.6. By the way, anyone have ideas for attack air N?

Oh, I manage to give him end lags that flow really smoothly. + a lot of new animations


Status update: End

The final smash looks pretty neat from the pictures... I have a feeling pictures don't do it justice.

As for neutral air... Well, I have an idea, but... I just hope it wouldn't be broken...
http://www.youtube.com/watch?v=463JY-_sN0A
At around 3:30, he spams a move where he says "Dodge this!"... I know that's more a ground move, but it kinda fits as a neutral air... The problem is, it's kinda... Well, has a lot of range, is quick, and has little cool down, so this would change, I feel like it should have some start up lag, no knock back growth, but some nice base knock back, so it wouldn't be chainable... Maybe somewhat an upward angle knock back? Some nasty end lag, and landing lag, so this would be dangerous to use off stage...

I just hope that's a usable idea...


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Albafika on April 18, 2011, 09:29:30 AM
The final smash looks pretty neat from the pictures... I have a feeling pictures don't do it justice.

As for neutral air... Well, I have an idea, but... I just hope it wouldn't be broken...
[url]http://www.youtube.com/watch?v=463JY-_sN0A[/url]
At around 3:30, he spams a move where he says "Dodge this!"... I know that's more a ground move, but it kinda fits as a neutral air... The problem is, it's kinda... Well, has a lot of range, is quick, and has little cool down, so this would change, I feel like it should have some start up lag, no knock back growth, but some nice base knock back, so it wouldn't be chainable... Maybe somewhat an upward angle knock back? Some nasty end lag, and landing lag, so this would be dangerous to use off stage...

I just hope that's a usable idea...



That move looks like it has more range than Fair. <<;


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: _Data_Drain_ on April 18, 2011, 09:38:30 AM
That move looks like it has more range than Fair. <<;
Hm... I guess you're right... Well, what other ideas are there? That was the only move I could think of for a neutral air...

I was hoping if it had some VERY nasty start up, and end lag it could work...


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Albafika on April 18, 2011, 09:42:30 AM
Hm... I guess you're right... Well, what other ideas are there? That was the only move I could think of for a neutral air...

I was hoping if it had some VERY nasty start up, and end lag it could work...

Nairs are normally not so slow, they're all actually a kinda fast move. You COULD stick with Marth's one, it fits very well in my opinion, 'til a new idea arises. (I'm actually thinking what could be his Nair, either way, too.)


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: _Data_Drain_ on April 18, 2011, 09:52:32 AM
Nairs are normally not so slow, they're all actually a kinda fast move. You COULD stick with Marth's one, it fits very well in my opinion, 'til a new idea arises.
Hm... But my problem is, I hate it when a PSA keeps a move that's the same as the original character... It just seems like it would make the PSA less polished looking, and honesty... His neutral air now has about as much range as the one from that video, plus Sephiroth's current one covers both sides, this one would be more in the below him, and above him... I don't know though, I guess it would be odd...

(Although, Ike's end lag from his neutral air is enough to kill him if done wrong, his forward air is safer to use off stage... I was thinking the same could be done to Sephiroth, if done off stage, and if it misses, it would leave him WIDE open... Or just fall to his doom... I was thinking the hit box would only last a little tiny bit, then the rest is the ending lag.)


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Lythro on April 18, 2011, 10:26:01 AM
Oh wow, I'm really wondering what the F-smash would animate like. Sephiroth's Dissidia EX Burst attack is awesome, and this'd be really cool if you actually did it right. But now you gotta think of a way to get by the bad camera angles on terrain...

I'm just throwin' ideas out here cause I'm not sure what would work. But what if his final smash hit them way up in the air first? Y'know, to get the opponent and Sephiroth away from the stage terrain. If it's possible, why not make double sure and just propel both Sephiroth and his opponent(s) really really high up, out of the normal boundaries. Would the camera still work up there for a Final Smash? I wonder if it would be safe to assume everyone who uses these PSAs would also have a limitless camera code.

Even if it did work, there's a few other problems that'd probably arise. Such as the final smash being a one-hit kill from any amount of damage if they were launched from that high up. But maybe you could make it hard to connect with, some start up lag for the attack for example, but it has a decent range. Kinda like Captain Falcon's F-Smash

Actually come to speak of it, Captain Falcon's Smash is very much like what you're trying to achieve. It's cinematic, and always out of the stage on a flat road so that it looks the same every time. Maybe that's worth looking into if you could incorporate that into the PSA somehow, just to get some random airspace for your final smash so that terrain doesn't get in the way of how it looks. And if it works the same way (damage/knockback-wise), then people wouldn't be KO'd from the get-go. Which is another good thing.

As for the Nair, I have a simple suggestion. Neutral airs aren't usually that flashy. You could have him just do a double swipe. I believe that's already similar to what Marth has at the moment.

For example,

http://www.youtube.com/watch?v=l6ZaSipHuO4

The best time to see what I'm talking about with be at 2:30. The double swipe just before he gets engulfed in flames would make for a neutral that keeps things simple, but is still one of Sephiroth's standard moves. You could make the hitbox reach a little bit behind him, but the idea is to keep that crazy range he has limited somehow, so that Sephiroth players don't start spamming neutral airs to encompass all living things around him :C

I'm also really excited to see what else you've done with the animations/end lag stuff!


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Albafika on April 18, 2011, 10:34:14 AM
Oh wow, I'm really wondering what the F-smash would animate like. Sephiroth's Dissidia EX Burst attack is awesome, and this'd be really cool if you actually did it right. But now you gotta think of a way to get by the bad camera angles on terrain...

I'm just throwin' ideas out here cause I'm not sure what would work. But what if his final smash hit them way up in the air first? Y'know, to get the opponent and Sephiroth away from the stage terrain. If it's possible, why not make double sure and just propel bother Sephiroth and his opponent(s) really really high up, out of the normal boundaries. Would the camera still work up there for a Final Smash? I wonder if it would be safe to assume everyone who uses these PSAs would also have a limitless camera code.

Even if it did work, there's a few other problems that'd probably arise. Such as the final smash being a one-hit kill from any amount of damage if they were launched that high up. But maybe you could make it hard to connect with, some start up lag for the attack for example, but it has a decent range. Kinda like Captain Falcon's F-Smash

Actually that reminds me. Captain Falcon's Smash is very much like what you're trying to achieve. It's cinematic, and always out of the stage on a flat road so that it looks the same every time. Maybe that's worth looking into if you could incorporate that into the PSA somehow. If just to get some random airspace for your final smash so that terrain doesn't get in the way of how it looks. And if it works the same way damage/knockback-wise then people wouldn't be KO'd from the get-go.

As for the Nair, I have a simple suggestion. Neutral airs aren't usually that flashy. You could have him just do a double swipe. I believe that's already similar to what Marth has at the moment. For example, [url]http://www.youtube.com/watch?v=l6ZaSipHuO4#t=2m10s[/url]

The best time to see what I'm talking about with be at 2:30. The double swipe just before he gets engulfed in flames would make for a neutral that keeps things simple but is still one of Sephiroth's standard moves. You could make the hitbox reach a little bit behind him, but the idea is to keep that crazy range he has limited somehow, so that Sephiroth players don't start spamming neutral airs to encompass all living things around him :C

I'm also really excited to see what else you've done with the animations/end lag stuff!


Hmm, that Nair could work, adding it a bit more range than Marth's on the front and less on its back, yeah, or just not hit his back at all, there ar eplenty that only hit the front on vBrawl.

I actually like those ideas regarding the "How-to" fix the FS he's done.


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: _Data_Drain_ on April 18, 2011, 10:36:29 AM
Oh wow, I'm really wondering what the F-smash would animate like. Sephiroth's Dissidia EX Burst attack is awesome, and this'd be really cool if you actually did it right. But now you gotta think of a way to get by the bad camera angles on terrain...

I'm just throwin' ideas out here cause I'm not sure what would work. But what if his final smash hit them way up in the air first? Y'know, to get the opponent and Sephiroth away from the stage terrain. If it's possible, why not make double sure and just propel both Sephiroth and his opponent(s) really really high up, out of the normal boundaries. Would the camera still work up there for a Final Smash? I wonder if it would be safe to assume everyone who uses these PSAs would also have a limitless camera code.

Even if it did work, there's a few other problems that'd probably arise. Such as the final smash being a one-hit kill from any amount of damage if they were launched from that high up. But maybe you could make it hard to connect with, some start up lag for the attack for example, but it has a decent range. Kinda like Captain Falcon's F-Smash

Actually come to speak of it, Captain Falcon's Smash is very much like what you're trying to achieve. It's cinematic, and always out of the stage on a flat road so that it looks the same every time. Maybe that's worth looking into if you could incorporate that into the PSA somehow, just to get some random airspace for your final smash so that terrain doesn't get in the way of how it looks. And if it works the same way (damage/knockback-wise), then people wouldn't be KO'd from the get-go. Which is another good thing.

As for the Nair, I have a simple suggestion. Neutral airs aren't usually that flashy. You could have him just do a double swipe. I believe that's already similar to what Marth has at the moment.

For example,

[url]http://www.youtube.com/watch?v=l6ZaSipHuO4#t=2m10s[/url]

The best time to see what I'm talking about with be at 2:30. The double swipe just before he gets engulfed in flames would make for a neutral that keeps things simple, but is still one of Sephiroth's standard moves. You could make the hitbox reach a little bit behind him, but the idea is to keep that crazy range he has limited somehow, so that Sephiroth players don't start spamming neutral airs to encompass all living things around him :C

I'm also really excited to see what else you've done with the animations/end lag stuff!

Hm... Now that you bring that up... Maybe we should look for moves from Crisis Core as well... I think he had yet ANOTHER boss move set in that game... (And oddly, stole Culex from SMRPG's crystals. XD)

Also... That final smash idea... I'm not sure it would work or not... It could actually, a hard as hell to land one hit kill, the screen could go dark like the old Super Nova... It could work maybe, but, I have no idea of PSA coding, so that's why I said maybe.


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Lythro on April 18, 2011, 10:45:25 AM
Haha. Maybe. Though I'd hate to pile on more daunting movelists when so much has already been done. I'm sure everyone working on this PSA would think it'll never stop tree-branching into more moves by now  :oshi:

But if more fresh moves need be sought for. I'd think any game or movie sephiroth's been in would be fair game so long it worked well with the PSA.


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: _Data_Drain_ on April 18, 2011, 10:47:07 AM
Haha. Maybe. Though I'd hate to pile on more daunting movelists when so much has already been done. I'm sure everyone working on this PSA would think it'll never stop tree-branching into more moves by now  :oshi:

But if more fresh moves need be sought for. I'd think any game or movie sephiroth's been in would be fair game so long it worked well with the PSA.
I think forward air, and up air are based on AC, although... I do feel CC moves should be added to the list, since this is kinda a cross between all of his appearances, CC should have a move or two in the PSA.


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Lythro on April 18, 2011, 10:53:33 AM
I think forward air, and up air are based on AC, although... I do feel CC moves should be added to the list, since this is kinda a cross between all of his appearances, CC should have a move or two in the PSA.

Oh yeah, the fact that this PSA can grab someone, throw them up and then upAir them afterwards JUST like in Advent Children: Complete is seriously the coolest thing ever.

I'm all up for agreeing that this should be a combination of Sephiroth from all the games. I just don't want to ask for too much, or end up replacing a move that I really like.


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: _Data_Drain_ on April 18, 2011, 10:59:10 AM
Oh yeah, the fact that this PSA can grab someone, throw them up and then upAir them afterwards JUST like in Advent Children: Complete is seriously the coolest thing ever.

I'm all up for agreeing that this should be a combination of Sephiroth from all the games. I just don't want to ask for too much, or end up replacing a move that I really like.
Neutral air could be what you suggested, I was actually thinking of a similar idea too... He does a multi slash in KH2 also... I just couldn't find a video of it... Your move though, it's about the same idea. XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Lythro on April 18, 2011, 11:05:58 AM
Neutral air could be what you suggested, I was actually thinking of a similar idea too... He does a multi slash in KH2 also... I just couldn't find a video of it... Your move though, it's about the same idea. XD

HEH. I'd imagine there's only so much variation Sephiroth would be bothered to have. So that makes sense.

"Swingin' tha sword... swingin' tha sword... swingin' tha sword..."


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: _Data_Drain_ on April 18, 2011, 11:12:39 AM
HEH. I'd imagine there's only so much variation Sephiroth would be bothered to have. So that makes sense.

"Swingin' tha sword... swingin' tha sword... swingin' tha sword..."
Yeah, and I say your neutral air idea's pretty good, as long as DO puts some end lag on it, and some landing lag... And I mean quite a bit of both, since, it would be a deadly spacing move, maybe it could also be easy to DI out of.


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Albafika on April 18, 2011, 04:14:33 PM
Just a tiny bit more range on his front than Marth's, and no hitting his back, and the same lagg as Marth's Nair, that would totally work.

Concerning Fair, leave it as it is, but add more end lagg, as in, not being able to do 2 Fairs on a shorthop before landing.


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Lythro on April 18, 2011, 06:29:52 PM
Just a tiny bit more range on his front than Marth's, and no hitting his back, and the same lagg as Marth's Nair, that would totally work.

Concerning Fair, leave it as it is, but add more end lagg, as in, not being able to do 2 Fairs on a shorthop before landing.

Actually, I think the Fair could be slowed down at the start as he's raising his sword. Not only would it make it less spammable, but it'll "look" stronger. Like he's building up a bit more power for what is a very large frontal swing attack. In other words, don't change the attack and leave it as it, except for a slower start up.


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: _Data_Drain_ on April 18, 2011, 06:40:50 PM
Actually, I think the Fair could be slowed down at the start as he's raising his sword. Not only would it make it less spammable, but it'll "look" stronger. Like he's building up a bit more power for what is a very large frontal swing attack. In other words, don't change the attack and leave it as it, except for a slower start up.
That's... Also not a bad idea, since I think in AC, he didn't swing super fast... Yeah... That sounds good to me.


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Tasty Pumpkin Clock on April 18, 2011, 06:59:01 PM
If we're talking AC moves...
( There are images in the spoilers. If they don't appear just let them load. )

This should be his run attack. He does a quick spin swipe.
(http://a.imageshack.us/img821/9396/groundcombo1.gif)

Btw Sephiroth DOES use his arms and legs to attack.
(http://a.imageshack.us/img638/4905/groundcombo2.gif)

His Forward-Tilt should be a combo.
Sword slash, punch, punch, slash, slash, stab, stab, elbow, knee.
You have to hit the opponent to start the combo.
And if you miss, the further in you are in the combo the longer the end lag.
But the last attack has high damage and knockback as well as no end lag.


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Albafika on April 18, 2011, 07:06:07 PM
If we're talking AC moves...
( There are images in the spoilers. If they don't appear just let them load. )

This should be his run attack. He does a quick spin swipe.
([url]http://a.imageshack.us/img821/9396/groundcombo1.gif[/url])

Btw Sephiroth DOES use his arms and legs to attack.
([url]http://a.imageshack.us/img638/4905/groundcombo2.gif[/url])

His Forward-Tilt should be a combo.
Sword slash, punch, punch, slash, slash, stab, stab, elbow, knee.
You have to hit the opponent to start the combo.
And if you miss, the further in you are in the combo the longer the end lag.
But the last attack has high damage and knockback as well as no end lag.


...This sounds Balanced to you?


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: _Data_Drain_ on April 18, 2011, 07:08:29 PM
If we're talking AC moves...
( There are images in the spoilers. If they don't appear just let them load. )

This should be his run attack. He does a quick spin swipe.
([url]http://a.imageshack.us/img821/9396/groundcombo1.gif[/url])

Btw Sephiroth DOES use his arms and legs to attack.
([url]http://a.imageshack.us/img638/4905/groundcombo2.gif[/url])

His Forward-Tilt should be a combo.
Sword slash, punch, punch, slash, slash, stab, stab, elbow, knee.
You have to hit the opponent to start the combo.
And if you miss, the further in you are in the combo the longer the end lag.
But the last attack has high damage and knockback as well as no end lag.

Erm... Didn't DO say he already changed the forward tilt? Plus... As Wolfric said, it seems unbalanced or something... or just a bit un-Brawl like, plus that would be VERY hard to animate, and would be, if it hits right, broken, and if it's easy to DI out of, it would be unpractical...

Although, the dash attack sounds alright, just give it end lag and what not.


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Tasty Pumpkin Clock on April 18, 2011, 07:10:46 PM
Alright well forget the last move being any stronger then.
It would be neat to have Sephiroth use a combo which includes him attacking with his limbs.
Sort of like Marths forward special? I think it was. But a bit longer.


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Albafika on April 18, 2011, 07:11:18 PM
Stop looking for fancy cute awesome epic moves that would end up OP, guys.

Dash attack looks decent enough, yes.


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Tasty Pumpkin Clock on April 18, 2011, 07:13:05 PM
Alright in THAT case. We shorten it. A sword slash to start, then a punch, a stab, and elbow, and a knee.
Nothing fancy, similar to Marth's special combo.
(obviously whenever someone has spare time)
Yay or nay?


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Albafika on April 18, 2011, 07:15:56 PM
Alright in THAT case. We shorten it. A sword slash to start, then a punch, a stab, and elbow, and a knee.

Nothing fancy, similar to Marth's special combo.


For a combo tilt? It would work as a special, yes, but not for a tilt... It's adding too much! The Up Tilt is being an exageration already, it's something no other character have, and now a ftilt combo?

Now you get what I mean with "fancy"?


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: _Data_Drain_ on April 18, 2011, 07:19:26 PM
For a combo tilt? It would work as a special, yes, but not for a tilt... It's adding too much! The Up Tilt is being an exageration already, it's something no other character have, and now a ftilt combo?

Now you get what I mean with "fancy"?
True, although, if a character has something unique, while still being balanced, it's alright...

However, that idea sounds a bit... Odd... It's not that unbalanced... It just seems kinda pointless, in Brawl at high level play, spacing is very important... But that move seems strange, "A sword slash to start, then a punch, a stab, and elbow, and a knee"... So it gets shorter range as it goes along... Kinda seems odd for a combo move.

I want to see what DO came up with.


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Tasty Pumpkin Clock on April 18, 2011, 07:30:36 PM
The only reason I didn't suggest it as a special is because all of them are taken.
As are the smashes. And yes like Data said it may be a bit different but as long as it's balanced then why not?
A forward smash combo and a separate forward tilt combo.

As for the actual combo I didn't mean that exact set of moves (slash,punch,stab,elbow,knee)
I was just brain storming.

But yeah I imagine a slash that sorta knocks em away a bit, then he jumps forward and punches, (forget the stab), then an elbow (maybe knocks them down) and a knee which knocks them forwards.

The first tilt will have the damage of a regular weak tilt and the other attacks will just be weaker follow ups.
Sephiroth doesn't have much room for combos so this would be a nice bit of diversity.


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: _Data_Drain_ on April 18, 2011, 07:47:04 PM
The only reason I didn't suggest it as a special is because all of them are taken.
As are the smashes. And yes like Data said it may be a bit different but as long as it's balanced then why not?
A forward smash combo and a separate forward tilt combo.

As for the actual combo I didn't mean that exact set of moves (slash,punch,stab,elbow,knee)
I was just brain storming.

But yeah I imagine a slash that sorta knocks em away a bit, then he jumps forward and punches, (forget the stab), then an elbow (maybe knocks them down) and a knee which knocks them forwards.

The first tilt will have the damage of a regular weak tilt and the other attacks will just be weaker follow ups.
Sephiroth doesn't have much room for combos so this would be a nice bit of diversity.
Hm... But then again, combo moves are too easy to get out of in Brawl, heck, Octoslash, you sometimes can shield it, even AFTER getting hit by the first hit, so... Unless it's Brawl+, there's not enough hit stun to really make use of a long drawn out combo move...

(Plus, he has a great approach with his dodge roll cancel he has.)


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Albafika on April 18, 2011, 07:51:24 PM
 This Sephiroth you're wanting to achieve falls in the category of OP, it's unBrawlistic, Fsmash and Up Tilt are just too much unBrawlistic already, and now a ftilt combo? Come on guys... Seriously.

We should be aiming at something simplier, just look at SDo0m's Cloud, doesn't his Cloud fits perfectly on vBrawl? He has a normal Up Tilt, and all the A moves with the exception of Ftilt which has a 3 hits combo, but other characters have this (Meta Knight, Snake has 2 hits), but this one have Up Tilt, Fsmash, now FTilt, among other things! It's too much for vBrawl standards.


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: _Data_Drain_ on April 18, 2011, 08:04:44 PM
This Sephiroth you're wanting to achieve falls in the category of OP, it's unBrawlistic, Fsmash and Up Tilt are just too much unBrawlistic already, and now a ftilt combo? Come on guys... Seriously.

We should be aiming at something simplier, just look at SDo0m's Cloud, doesn't his Cloud fits perfectly on vBrawl? He has a normal Up Tilt, and all the A moves with the exception of Ftilt which has a 3 hits combo, but other characters have this (Meta Knight, Snake has 2 hits), but this one have Up Tilt, Fsmash, now FTilt, among other things! It's too much for vBrawl standards.
Well, look at the bright side... At least he doesn't have three forward smashes. XD

Honestly, Octoslash was a kill move in Dissidia, it would be odd to not have it in there... Plus, Link has a two part forward smash, Zelda has a multi hitting forward smash... So... Octoslash is alright once it gets end lag, up tilt... Okay, that is odd, but Aaf wanted it that way, plus that Naruto PSA has a projectile up tilt... And it has hardly any hit stun, and it's not too spamable... So it's alright I guess.

But again, didn't DO say he already made a new forward tilt?

Anyway, lets break this up, before it gets out of hand.


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: OmegaMalkior on April 18, 2011, 08:07:21 PM
This Sephiroth you're wanting to achieve falls in the category of OP
Then it should be added to OP version. In the first place the PSA should be extremly OP since it is Sephiroth we're dealing with here.


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: _Data_Drain_ on April 18, 2011, 08:09:56 PM
Then it should be added to OP version. In the first place the PSA should be extremly OP since it is Sephiroth we're dealing with here.
Well now, that might not be a bad idea, I feel the broken version should be boss like...

(Although, I disagree with the second thing you said, he's a very balanced character in both Dissidia, and Dissidia 012... But I do feel a legit boss PSA might be neat, like... Still having a weakness, but being very powerful, way passed Meta Knight's tier, but not unbeatable...)


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: xZedkiel on April 18, 2011, 08:16:45 PM
This Sephiroth you're wanting to achieve falls in the category of OP, it's unBrawlistic, Fsmash and Up Tilt are just too much unBrawlistic already, and now a ftilt combo? Come on guys... Seriously.

We should be aiming at something simplier, just look at SDo0m's Cloud, doesn't his Cloud fits perfectly on vBrawl? He has a normal Up Tilt, and all the A moves with the exception of Ftilt which has a 3 hits combo, but other characters have this (Meta Knight, Snake has 2 hits), but this one have Up Tilt, Fsmash, now FTilt, among other things! It's too much for vBrawl standards.
Combine the above with extreme range, flying, and a full stage final smash at 100% damage. Also, high damage attacks, attacking after roll dodging, etc. Up Tilt though, is perfect :D


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Albafika on April 18, 2011, 08:19:58 PM
OP version doesn't needs balance, we're working here with the Balanced version, guys. xD

Fsmash, in my opinion it's too much, I mean, wouldn't it be better to have it as a side B similar to Marth's side B? It could work as Octoslash, and have his A attacks vBRawl like, or Cloud like, or make his actual Fsmash slide less... He covers 2/3 of Final Destination with it... And trust me, when using or fighting a CPU it seems balanced, but I'm fighting my friends using it everyday and Sephiroth's Op, unlike Cloud, which the victories are only achieved when you connect his Fsmash on the 3 stocks. lol

Combine the above with extreme range, flying, and a full stage final smash at 100% damage. Also, high damage attacks, attacking after roll dodging, etc. Up Tilt though, is perfect :D

This man is wise, all that is too much already.


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Lythro on April 18, 2011, 08:27:21 PM
lol.

I think what Divine Overlord needs to do is decide for himself just what audience he's trying to appease to and stick with what he's happy working on. As a wise man once said; a dog that chases twenty rabbits is going to get pissed off.

Personally I find it crazy to have Forward smash attacks more than 2. Link's is cool but that was one of his few redeeming features from being slow. When you get more smash moves It then has to be nerfed to the point that it does no knockback or damage unless comboed just right. It seems to loose the point of a "smash" attack if it's just a swipe swipe swipe combo. I end up just not using it.

This Sephiroth is already flashy and cool. any more crazy moves and we're stepping into Tekken territory :C


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Albafika on April 18, 2011, 08:32:27 PM
lol.

I think what Divine Overlord needs to do is decide for himself just what audience he's trying to appease to and stick with what he's happy working on. As a wise man once said; a dog that chases twenty rabbits is going to get pissed off.

Personally I find it crazy to have Forward smash attacks more than 2. Link's is cool but that was one of his few redeeming features from being slow. When you get more smash moves It then has to be nerfed to the point that it does no knockback or damage unless comboed just right. It seems to loose the point of a "smash" attack if it's just a swipe swipe swipe combo. I end up just not using it.

This Sephiroth is already flashy and cool. any more crazy moves and we're stepping into Tekken territory :C

Exactly, I mean, have in mind MOST characters in vBrawl aren't as they are on their games, too. We don't need to have a Godly Sephiroth in vBrawl just because he is on his game, 'cause if this was the case, Ganondorf would only die if hit by Link's Master Sword or Zelda's Holy Arrow (Final Smash), but he's not.

As awesome as these moves looks, they feel unBrawlistic (THOUGH, this all PERFECTLY fits OP version), and DO have to decide himself this, too, or just get something from our Moveset debate.

I mean, we all want to have a Sephiroth as competent as SDo0m's Cloud on vBrawl, right? Not a Godly one.. Or is it only me?


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Lythro on April 18, 2011, 09:05:17 PM
Exactly, I mean, have in mind MOST characters in vBrawl aren't as they are on their games, too. We don't need to have a Godly Sephiroth in vBrawl just because he is on his game, 'cause if this was the case, Ganondorf would only die if hit by Link's Master Sword or Zelda's Holy Arrow (Final Smash), but he's not.

As awesome as these moves looks, they feel unBrawlistic (THOUGH, this all PERFECTLY fits OP version), and DO have to decide himself this, too, or just get something from our Moveset debate.

I mean, we all want to have a Sephiroth as competent as SDo0m's Cloud on vBrawl, right? Not a Godly one.. Or is it only me?

I don't use many PSAs at all. I just like to play Brawl+ and have Cloud, Sephiroth and Shadow in the game (with sonic too, so I have to wait for the glitches to be ironed out).

So in other words. I love the idea of implementing more PSAs/characters. Don't find the idea of making all the moves utterly crazy though.


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: _Data_Drain_ on April 18, 2011, 09:19:11 PM
lol.

I think what Divine Overlord needs to do is decide for himself just what audience he's trying to appease to and stick with what he's happy working on. As a wise man once said; a dog that chases twenty rabbits is going to get pissed off.

Personally I find it crazy to have Forward smash attacks more than 2. Link's is cool but that was one of his few redeeming features from being slow. When you get more smash moves It then has to be nerfed to the point that it does no knockback or damage unless comboed just right. It seems to loose the point of a "smash" attack if it's just a swipe swipe swipe combo. I end up just not using it.

This Sephiroth is already flashy and cool. any more crazy moves and we're stepping into Tekken territory :C
You know... As un-Brawl as this is... Aafyre suggested that Octoslash be the full charge forward smash attack, while the uncharged one is a single slash...

Well... I guess it could work honestly, and the uncharged one could be like Hollow's version?

(Or that GTFO move that was added in Dissidia 012, that one I showed awhile back...)


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: OmegaMalkior on April 18, 2011, 09:26:47 PM
The broken version has only ONE damn thing changed.
Side-B=Spam
And all of the attacks to have a BIT more knockback

That's it :notimp:

I think these improvements should be done to the OP PSA:

Smash-Down: This is an epic idea, make it hit every single place on the floor like this PSA:
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=16945
Up-Smash: Change the Animation and Hitboxes to match exactly like Ike's Up-Smash
Side-Smash: Make the hits do more damage


B attacks:

Side-B: Make it freeze people (http://trollface.biz/wp-content/uploads/2011/03/trollface-emoticon-3.gif)
Up-B: Make it Infinite flight (even if the CPU's stays flying forever) and have a small knockback with fire when taking off
Neutral-B: Quicker charging
Down-B Quicker charging, hit everywhere where the fireballs are visible


A attacks:
Neutral-A: Meh, more damage given
Up-A: WAY more damage given
Down-A: Nothing
Side-A: Instead of needing a hit to continue chain, make it continue the attack even without it hitting an opponent
Side-A run: Nothing

Arial B attacks:
Down-B air: same as normal Down-B
Neutral-B air: Invincible shield when performing animation
Side-B air: Same as on ground

Aerial A attacks:
Leave 'em all the same.


So, what do you think guys? what should be added or removed?


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Lythro on April 18, 2011, 09:31:00 PM
You know... As un-Brawl as this is... Aafyre suggested that Octoslash be the full charge forward smash attack, while the uncharged one is a single slash...

Well... I guess it could work honestly, and the uncharged one could be like Hollow's version?

(Or that GTFO move that was added in Dissidia 012, that one I showed awhile back...)

I see, well to be fair I didn't quite know that. I prefer to fully charge smashes all the time (hence the crazy charge time was just weird). But if that's the case I don't mind it that much, lol


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Albafika on April 18, 2011, 09:41:02 PM
Well well well! If this actual Fsmash should work when fully charged, then I TOTALLY agree on that, the charge lenght is long enough and it'd work GREAT! But for his not fully charge attack, be a single slash.


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: _Data_Drain_ on April 18, 2011, 10:25:58 PM
Well well well! If this actual Fsmash should work when fully charged, then I TOTALLY agree on that, the charge lenght is long enough and it'd work GREAT! But for his not fully charge attack, be a single slash.
Well think about it, Zero has two forward smashes, and two up smashes... I think Octoslash could be the all the way charge move, and something like Hollow's old forward smash could be used for the no charge one...

Although... I feel that the charge time he has now would be too much to make that forward smash useful... It would take longer then Meteor, or the fire pillars to use... I say just a bit longer then normal should do, rather then 8 seconds...


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Lythro on April 18, 2011, 11:01:46 PM
8 seconds is an ungodly amount of time. To the point one would think that the PSA is broken. That's what I thought anyways while using the FSmash.

How long do smashes usually take to fully charge? 3 seconds?


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: DivineOverlord on April 18, 2011, 11:23:33 PM
normal charge time for smash moves is 61 frames. I have already fixed that. I did improve a lot of things, I just can't release till I get his side tilt: oblivion fixed. for some reason the graphics won't show >_<.


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Tasty Pumpkin Clock on April 18, 2011, 11:29:03 PM
Can't wait. XD It's always one little thing that keeps us waiting isn't it?

I seriously don't understand how you guys think it's overpowered.
Unfitting sure. But it's not overpowered.

It's a SHORT combo. Just like snakes A combo. (now that I think about it, this would make a better A combo)
One sword slash, a punch, an elbow, and a knee. Four weak attacks.

Snake has three strong attacks! How is this overpowered? It's not a bad idea.


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: DivineOverlord on April 18, 2011, 11:40:49 PM
yup, i agree. I won't allow his Octoslash to be changed since I did manage to balance seperioth out. I added an ending animation for his down B which is the same as KH2. I'll release this update on Friday.

Changes made so far:
-new wait animation
-new dash animation
-new run turn animation
-new guard on, off, N animations
-changed his side tilt
-new side taunt
-changed win animations
-new end animation for Down B special
-new entry animation
-added end lags to his smash attacks and side tilt.
-adjusted the side B hit box effect - I'm still not sure if I want it to work like zelda's, I like being able to move the dark orb around in circles and stuff lol. will go in to free fall when used in air.
-Same two final smashes.

and I can't remember what else I changed. I'll get back to this on friday.


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Tasty Pumpkin Clock on April 18, 2011, 11:45:42 PM
XD I love making the orbs go in circles too... but I think it would be better if it worked like Zeldas.



Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Master_Ryuk on April 19, 2011, 12:05:32 AM
so, how about changing his win animations?


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Tasty Pumpkin Clock on April 19, 2011, 12:12:20 AM
=_= Did you even read his change list? (Obviously not)


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Master_Ryuk on April 19, 2011, 12:23:13 AM
I was suggesting a future change


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Tasty Pumpkin Clock on April 19, 2011, 12:48:05 AM
I don't get what you mean?
He's changed them already. And releasing on friday...?


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Hollow on April 19, 2011, 05:24:43 AM
The broken version has only ONE damn thing changed.
Side-B=Spam
And all of the attacks to have a BIT more knockback

That's it :notimp:

I think these improvements should be done to the OP PSA:

Smash-Down: This is an epic idea, make it hit every single place on the floor like this PSA:
[url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=16945[/url]
Up-Smash: Change the Animation and Hitboxes to match exactly like Ike's Up-Smash
Side-Smash: Make the hits do more damage


B attacks:

Side-B: Make it freeze people ([url]http://trollface.biz/wp-content/uploads/2011/03/trollface-emoticon-3.gif[/url])
Up-B: Make it Infinite flight (even if the CPU's stays flying forever) and have a small knockback with fire when taking off
Neutral-B: Quicker charging
Down-B Quicker charging, hit everywhere where the fireballs are visible


A attacks:
Neutral-A: Meh, more damage given
Up-A: WAY more damage given
Down-A: Nothing
Side-A: Instead of needing a hit to continue chain, make it continue the attack even without it hitting an opponent
Side-A run: Nothing

Arial B attacks:
Down-B air: same as normal Down-B
Neutral-B air: Invincible shield when performing animation
Side-B air: Same as on ground

Aerial A attacks:
Leave 'em all the same.


So, what do you think guys? what should be added or removed?

You had to PM us about this too....
You can't expect us to make such big changes. The moves are set, we're just improving them and making tiny changes right now.

Oh, btw Divine, I've been wanting to make him to give him a new back throw animation that I thought up.
He takes off his sword, and then slams them on the ground behind him.


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Tasty Pumpkin Clock on April 19, 2011, 06:16:21 AM
Hollow I think that would be a better down throw.
The down throw looks kinda goofy, and I think it would suit it more.


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Albafika on April 19, 2011, 06:17:49 AM
Can't wait. XD It's always one little thing that keeps us waiting isn't it?

I seriously don't understand how you guys think it's overpowered.
Unfitting sure. But it's not overpowered.

It's a SHORT combo. Just like snakes A combo. (now that I think about it, this would make a better A combo)
One sword slash, a punch, an elbow, and a knee. Four weak attacks.

Snake has three strong attacks! How is this overpowered? It's not a bad idea.

We shouldn't be comparing Sephiroth with the #2 on the Tier List, if we do so, Sephiroth would go and outstand him Tier wise, and that's what I'm afraid of.

Sephiroth as he is right now can manage to beat anyone just spamming a few hits, Fsmash is one of them. All my feedback is coming from experience, I play daily with friends in real life, not sure if you all have the same opportunity of playing with friends that I have. And trust me when I say Sephiroth is OP, his Up B can't be punished, unlike Snake's that was the only one to achieve that high on the air after jumping, Sephiroth's just insanely good, and if that's not enough, his actual Fsmash is very spammable, it may seem easy to dodge from a CPU, but it's really not when your enemy can think (My friends can't beat me on 1 on 1 when I use Marth against their Sephiroth, but they leave me almost dead, and that's TOO MUCH 'cause I am normally able to give them Perfect with any character they use on the roster...), and if that's not enough, it hits behind Sephiroth, too. His fair is weak, gladly, but it's also madly spammable, among other things mentioned here.

He's being made very flashy, and with cute/good lookingawesome moves, I'm aware Divine that you love these moves XD, I do, too, but balancing wise these moves are too much.

Following feedback of Apprentice is making this Sephiroth more OP than Meta Knight (A Ftilt with a combo longer than Marth's Side B, leaving the Fsmash like it is right now, which gets 2/3 of Final Destination and if that's not enough, with a HUGE range, among other things), which is not good, Meta Knight forced everyone to learn to play against him at a high level, Sephiroth shouldn't do that, for the opponent, that strenght becomes a bother and will just take it off the SD 'cause competitive wise he's too much.

I throwed my last 2 cents about this PSA, if I go on, I'll end up getting hated again, I just hope whichever the result is turns out balanced.


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Tasty Pumpkin Clock on April 19, 2011, 09:08:19 AM
But he's balancing it now isn't he?
I STILL don't understand your problem with the combo. It's only four weak hits.
If it can be balanced with low damage or low knockback or lag. Then what's the problem?


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Albafika on April 19, 2011, 09:15:39 AM
But he's balancing it now isn't he?
I STILL don't understand your problem with the combo. It's only four weak hits.
If it can be balanced with low damage or low knockback or lag. Then what's the problem?

I throwed my last 2 cents about this PSA, if I go on, I'll end up getting hated again, I just hope whichever the result is turns out balanced.


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Lythro on April 19, 2011, 09:30:30 AM
Chill Brawlerlings

I don't think anyone has any issues with the foward smash now. Some of us are just concerned with how it ends up. We're just eager to see what DO's done lately. We'll just wait and see next time he updates it.

I still reckon the Zelda-style side B would work better though. Or if you want it to look different to other character's attacks, perhaps the move should spawn in front of sephiroth a set distance compared to how long he charges the move. That way it'd at least look more like in Dissidia.

For example, you tap side B, and Shadow Flare balls appear right in front of Sephiroth. You hold the B button down a bit, and they appear further away from him. Catching my drift?


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: _Data_Drain_ on April 19, 2011, 11:05:12 AM
normal charge time for smash moves is 61 frames. I have already fixed that. I did improve a lot of things, I just can't release till I get his side tilt: oblivion fixed. for some reason the graphics won't show >_<.
Wait... Forward tilt is Oblivion...? Uh... Hang on, that would be like having Fox, Falco's side B be their forward tilt... I think that should replace Shadow Flare's air version... Unless you meant some other move, DO?


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: DivineOverlord on April 19, 2011, 03:01:51 PM
gosh how come most don't read my update status log. I said I DID balance him which includes his Fsmash. read please before you post.  I still can't figure out why the gfx wont show up for oblivion  :-\


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Lythro on April 19, 2011, 03:48:47 PM
gosh how come most don't read my update status log. I said I DID balance him which includes his Fsmash. read please before you post.  I still can't figure out why the gfx wont show up for oblivion  :-\

Lemme ask. Are the graphics the ones used for Kirby's UpB blade projectile?


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: _Data_Drain_ on April 19, 2011, 03:55:30 PM
Lemme ask. Are the graphics the ones used for Kirby's UpB blade projectile?
Hm... I would have thought the effects used for up tilt would have worked fine for that...


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Hollow on April 19, 2011, 08:32:26 PM
Can anyone do SFX swaps? I got an Mp3 file with every one of his dissidia SFX.


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Tasty Pumpkin Clock on April 19, 2011, 10:22:30 PM
^ SOMEBODY PLEASE DO THIS. We NEED that. We no longer can play as Sephiroth with Marth's girly voice. C'mon SOMEONE!


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: OmegaMalkior on April 19, 2011, 10:27:28 PM
^How can we load SFX without using Riivolution?


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: SiLeNtDo0m on April 20, 2011, 01:55:04 AM
^How can we load SFX without using Riivolution?
Pretty much anything that isn't Gecko can be used for SFX.  I use USB Loader for example.  As long as you have the SSBB iso or Riivolution it's easily done.


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Hollow on April 20, 2011, 05:11:26 AM
Well, [censored], I use gecko.


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Albafika on April 20, 2011, 06:08:27 AM
Pretty much anything that isn't Gecko can be used for SFX.  I use USB Loader for example.  As long as you have the SSBB iso or Riivolution it's easily done.

Wait, wait, I thought you needed Riivo to use SFX? How can I use them with CFG USB Loader? ._.


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Puraidou on April 20, 2011, 06:11:40 AM
Wait, wait, I thought you needed Riivo to use SFX? How can I use them with CFG USB Loader? ._.
Wiiscrubber, insert them into the ISO


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Lythro on April 20, 2011, 06:49:16 AM
that counts me out. I'd use Riivolution, but I don't own the NTSC version of the game (just PAL). If there were sfx swaps for Sephiroth too then I'd consider buying Brawl again. I hear Riivolution makes most things easier though.


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: OmegaMalkior on April 20, 2011, 11:04:06 AM
Wait a second. Is it possible to update Gecko OS to detect SFX?


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Kumari sai on April 22, 2011, 02:37:11 PM
^i dont think so, unless you count beyond's riivolution
so, got an idea for the next release time?


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Hackingstar on April 22, 2011, 04:52:55 PM
^i dont think so, unless you count beyond's riivolution
so, got an idea for the next release time?

i don't mean to be offensive but have you read his posts? HE'S not gonna update the moveset till July..so sorry to disappoint you. you don't believe me? ask him. or check the moveset's description  in the vault


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Hollow on April 22, 2011, 04:56:35 PM
Actually, I've decided to remake the wallrun, so I might update soon.

Heh, 777 at the end of dl count.


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Tasty Pumpkin Clock on April 22, 2011, 10:48:53 PM
yup, i agree. I won't allow his Octoslash to be changed since I did manage to balance seperioth out. I added an ending animation for his down B which is the same as KH2. I'll release this update on Friday.

Changes made so far:
-new wait animation
-new dash animation
-new run turn animation
-new guard on, off, N animations
-changed his side tilt
-new side taunt
-changed win animations
-new end animation for Down B special
-new entry animation
-added end lags to his smash attacks and side tilt.
-adjusted the side B hit box effect - I'm still not sure if I want it to work like zelda's, I like being able to move the dark orb around in circles and stuff lol. will go in to free fall when used in air.
-Same two final smashes.

and I can't remember what else I changed. I'll get back to this on friday.

Today?


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: DivineOverlord on April 22, 2011, 11:35:11 PM
^ Hell NO. Omega Malkior just pissed me off. Grrr.
I hate it when my work (considering the work Hollow and BigBadBooya put in our PSA) gets edited by other members without asking first. Even though, I would say "go for it" lol.


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: _Data_Drain_ on April 22, 2011, 11:44:46 PM
^ Hell NO. Omega Malkior just pissed me off. Grrr.
I hate it when my work (considering some of the work Hollow and BigBadBooya put in) gets edited by other members without asking first. Even though, I would say "go for it" lol.
He... Didn't even ask you?

Damn... That sucks...


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: DivineOverlord on April 22, 2011, 11:55:41 PM
by the way, anyone have any ideas for a new up smash? or do you guys like the current one?

and how about a down taunt? I haven't changed that one yet. I have 2 hours of free time. Will be working on mew, yoshi/mario, and sephy.


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: _Data_Drain_ on April 23, 2011, 12:04:25 AM
by the way, anyone have any ideas for a new up smash? or do you guys like the current one?

and how about a down taunt? I haven't changed that one yet. I have 2 hours of free time. Will be working on mew, yoshi/mario, and sephy.
Hm... Up smash... Not sure honestly, I was thinking the launcher he has in KH2, but I'm not sure if that would be broken or not... And yeah, he needs more taunts, and win poses. XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Tasty Pumpkin Clock on April 23, 2011, 04:39:04 AM
^ That. It should be his weakest attack with the most knockback.
(I think his up throw should act similarly since it was only used to throw cloud into the air. Actually his throw should be his weakest attack with the most knockback)


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Albafika on April 23, 2011, 05:36:02 AM
No more flashy Sephy. D:

I actually like his actual Up Smash, it just needed some hitbox tweaking.


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Tasty Pumpkin Clock on April 23, 2011, 08:01:50 AM
It's just a animation switch at the moment.
And we're not talking about some flashy move. Just something a little more Sephiroth like.


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Albafika on April 23, 2011, 08:15:28 AM
I was kidding :P, I don't mind to change it, I'm just saying that the actual one fits, though.


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Tasty Pumpkin Clock on April 23, 2011, 10:12:34 AM
It's not bad I guess... but it could be a lot better.
OH. Another animation that needs to be changed now that I think about it.
( I think I've brought this up before ) is the down throw! It's really unfitting.


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: DivineOverlord on April 23, 2011, 02:45:38 PM
would you guys like me to release what I have now? instead of waiting for another 2 weeks? lol


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: OmegaMalkior on April 23, 2011, 03:06:43 PM
NAO!! So I can update my OP version.

And sorry for not asking permission earlier, it was 1:30 am and was very sleepy


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Hackingstar on April 23, 2011, 03:07:54 PM
would you guys like me to release what I have now? instead of waiting for another 2 weeks? lol

don't ya mean nearly 2 months? no offense. and uh by that question...hmmm. ok here. maybe this advice will help you.
1. unless the perfection of your progress on Sephiroth is good, no i mean awesome, and you appreciate it, then yes, release.
2. if you think Sephiroth needs improved animations and such, then just keep working

@omega/ultraxwing calm the tone man. perfection takes work and time bro.


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: DivineOverlord on April 23, 2011, 03:17:56 PM
NAO!! So I can update my OP version.

And sorry for not asking permission earlier, it was 1:30 am and was very sleepy

That's why you should postpone posting it. You needed mines, Hollow, and BigBadBooya permission before posting it to this website.

don't ya mean nearly 2 months? no offense. and uh by that question...hmmm. ok here. maybe this advice will help you.
1. unless the perfection of your progress on Sephiroth is good, no i mean awesome, and you appreciate it, then yes, release.
2. if you think Sephiroth needs improved animations and such, then just keep working

@omega/ultraxwing calm the tone man. perfection takes work and time bro.

sigh -_-  I'm not one to make typical errors when giving stated facts as mentioned in my preceding post. the updates are significant for version 2.6




Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: _Data_Drain_ on April 23, 2011, 05:00:17 PM
Well, if you want to release it DO, go for it, maybe I can give some feedback on it.

...

And if Omega Malkior releases an overpowered version without asking, just report him.


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Tasty Pumpkin Clock on April 23, 2011, 06:17:22 PM
Release.


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: Albafika on April 23, 2011, 07:31:26 PM
[color-beige]Release it~


Title: Re: KH2/FF7/DIS Sephiroth V.2.1 updated 4.4.11
Post by: DivineOverlord on April 23, 2011, 11:38:22 PM
Well, if you want to release it DO, go for it, maybe I can give some feedback on it.

...

And if Omega Malkior releases an overpowered version without asking, just report him.


well since he still never asked. I deleted the OP version Omega Malkior edited without permission. If he uploads it again, it will be reported immediately.  >D I don't care if he edits it for personal use, but uploading it without permission is annoying considering how much time and effort we collabs put in it.

I will release version 2.6 soon and with a better OP version.


Title: Re: KH2/FF7/DIS Sephiroth V.2.6 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: DivineOverlord on April 24, 2011, 01:25:54 AM
*Double post - I know and rarely do it*

Version 2.6 Change Log By DivineOverlord


There are three versions this time in terms of pure power.

-Balanced version = Limited Sephiroth

-OverPowered Version = Unleashed Sephiroth

-OverGod Version = Not even the Gods can defeat him XD


Use up taunt in the OP and OG versions for invinsibility

and remember:

Side Taunt = Release Sephiroth wings
Down Taunt = Puts away Sephiroth wings

-------------------------------------------

Now for the changes:

- B Special In Air: Heartless Angel - Attacks the entire stage but only hits the ground. JUST JUMP TO EVADE IT.

-new wait animation

-new dash animation

-new run turn animation

-new guard on, off, N animations

-changed his side tilt

-new side taunt

-changed win animations

-new end animation for Down B special

-new entry animation

-added end lags to his smash attacks and side tilt.

-Same two final smashes

-Changed his landing animations

-More accurate Side B specialand it works like Zelda's Side B special.
---- New Side B Cast animation.

AND I CANT REMEMBER WHAT ELSE I CHANGED SO ENJOY!!!




DIVINEOVERLORD


JUST A SIDE NOTE
---------------------------------
THINGS NOT CHANGED YET FROM MARTH

-ATTACK AIR N
-ATTACK AIR B
-DOWN TAUNT



I DON'T HAVE PICS OF THE UPDATES DUE TO RESTRICTED TIME. FEEL FREE TO TAKE THEM FOR ME IF YOU CAN. XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.6 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: _Data_Drain_ on April 24, 2011, 05:19:55 AM
Okay, I have some feedback...

The smashes, okay, they have enough lag now, very dangerous to miss with... As a matter of fact, up smash can be punished, get this... By a Falcon Punch, I am not kidding, if Falcon spot dodges at the right time, he has enough time to Falcon Punch Sephiroth...

Down Smash just barely doesn't get punished by Falcon Punch, and is harder to spot dodge, but doesn't cover both sides, however, it covers more of the front.

Forward smash... You can shield after the first hit, even if it actually hit you, but however, it has the most range, and power, and least amount of end lag of all his smashes, since if the tip hits you, well... I killed a CPU Ike at about 90%.

Okay... Forward tilt... Well, I say the second hit needs just a bit more knock back, since even if you land it, and at the very tip of it, a foe could punish you I think, since the next hit comes out a bit slow... Also, it has a nasty glitch, if you destroy the ground of Skyworld with it, he gets stuck... This also happens if he uses it while the the bottom door of the hanger in the Halberd stage opens, or anything that might make him go in the air while using it.

The jab might need a tiny bit more base knock back too.

Up tilt can still be used as a kill move up close... You might want to change the hit box at the sword to a high base knock back, but low growth hit.

Down tilt is a useful spacing tool, I don't feel there's any real need to change it, unless I find something later.

Forward air... Hm... Maybe a tiny bit more end lag, not much, just a little.

Up air, not bad, it's a nice damage racker.

Hell's Gate... Eh... It should still, be a bit more like Dissidia, minus the canceling the fall sooner... He should raise upward after starting the move, then come crashing down like it does now... But, it should drag the foe with him if he hits them in the air, and he should have much more landing lag... Also, no jump canceling, that should be taken out of the move.

(Not gonna say anything about the Marth moves, since you will change them.)

Heartless Angel... I must say, this is a well done move, however... I feel it's too weak damage wise, 10% isn't much for something that has that much start up time, and is easy to dodge... I will however say, get rid of that cancel it has, you should not be able to attack out of the charge...

Fire Pillars... Well, I think this needs a different hit sound, it's odd it makes slash noises, when it's burning you...

Meteors, seem alright, although I still feel it's odd that it has super armor.

Shadow Flare, it's better now, although I feel like the attack should activate on it's own after flying for a bit.

Okay, now on to more general stuff, I see you fixed that dodge roll glitch, also... You should take out that canceling of B button move charging, it just seems odd... Anyway, I'll get more feedback later if needed. :P


Title: Re: KH2/FF7/DIS Sephiroth V.2.6 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: DivineOverlord on April 24, 2011, 05:33:26 AM
-believe it or not, the down B special is a burning sound effect. I haven't found a better fire buring sound. the others are too loud when it loops.
- won't change the jab because then complains about OP will come.

- about upsmash, its a kill move so its fine the way it is. unless I weaken it and reduce the lag.

-  Side B is fine. don't know why your always biased against it.

- Side Smash is fine. I won't allow it to be changed. 90% is a good kill range since its a dodge able move.
- you should double check on up tilt. I already decreased its knockback, its not a super kill move.
- I can't change the forward tilt, it has a glitch where if I add another offensive collsion, it will do too much damage.
-

I don't think I'll add anymore end lags that you mentioned because then he will be too slow. I had a hard time fighting CPU cloud level 9. oh I might need to verify the side tilt glitch. I haven't tested it with doors or obstacle boundaries.

Plus, Heartless angel has high knockback growth. I won't change anything about it. it can kill at 100% of damage.

I haven't found many good about what you said except for the Side B activating on its own yet why would anyone keep it up for long when I coded it to not have a hit box when x=100 lol


Edit: about down air attack - you can't drag the foe with you but you can send them flying toward the ground. I'll see how it looks. However, then it will be a kill move if your not on the stage since he will send you flying toward the pit of death. XD



Title: Re: KH2/FF7/DIS Sephiroth V.2.6 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: Puraidou on April 24, 2011, 05:40:11 AM
you two can't get along quite well can you? >.>'
I'll test this today and give my opinion on it, since it's mostly Data now who does that. It's nice and all but only 1 person won't make a PSA perfect. You'll need at least more then 3 people to really perfect it.

Don't even go at me for this but you two need a time-out from each other >_>


Title: Re: KH2/FF7/DIS Sephiroth V.2.6 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: DivineOverlord on April 24, 2011, 05:43:30 AM
you two can't get along quite well can you? >.>'
I'll test this today and give my opinion on it, since it's mostly Data now who does that. It's nice and all but only 1 person won't make a PSA perfect. You'll need at least more then 3 people to really perfect it.

Don't even go at me for this but you two need a time-out from each other >_>

dude, I'm not even mad. There's no argument or anything negative going on. We're just brainstorming about what to do. Data_Drain is giving his views and I'm simply giving mines. I guess your unable to detect that since its an online forum where people can only interpret words and not see/speak with the actual person. XD


Edit: @ data_drain -  looks like you found something I missed lol. I didn't realize I can hit the A button to get out from charging Heartless Angel.  :af:


Title: Re: KH2/FF7/DIS Sephiroth V.2.6 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: Lythro on April 24, 2011, 06:16:42 AM
Oh damnit damnit. I have to god for a walk in the park with the family cause it's easter sunday before I can try this out >:c

DAMN YOU OVERLOOOORD!!!

I can't wait xD I'll give feedback asap. Thanks for uploading it so far.


Title: Re: KH2/FF7/DIS Sephiroth V.2.6 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: SiLeNtDo0m on April 24, 2011, 06:30:58 AM
You know what has been bugging me with this project so far?  It's nothing too major, because it's great at the moment.  Great work on giving Sephy a unique playstyle, but the main thing that's been annoying me is the presentational flaws all over the place.  And they all will take about 5 seconds each to fix.  Here are the main ones:

- AA combo makes him teleport back rather than moving him forward if you don't cancel it.  All you have to do is check the "Moves Character" flag on the Animation Flags for subactions 48 and 49.

- I think you need to loop the Button Press for the F Tilt.  It seems that you can either make it work when you hit the opponent or if you time the button press with crazy precision.  I just think it needs to be a bit more accessible and the player should have more control over when the second hit comes out.

- The Up B is also really weird.  Not only does the flight still feel rather stiff (though better than it was before) but also, when you land if you do it off the ground, you teleport back to where you did the move from.  Again, it's just a matter of checking the "Moves Character" animation flag.

- As DataDrain said, the Down B for some reason does slash hits despite it being fire.  Just a matter of changing an 02 (or 11 or whatever it is) to 05.


I think there was something else, but I don't remember it right now.  Great work nonetheless DO ;)


Title: Re: KH2/FF7/DIS Sephiroth V.2.6 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: _Data_Drain_ on April 24, 2011, 06:34:53 AM
Well, with the kill moves, I was just saying what can happen, I actually like that he's left extremely wide open, this makes him unsafe to spam with.

Also... If he sends foes flying downward with Hell's Gate... Well, if you use it as a spike, he dies too, I just think it needs start up, and end lag, since at the moment it's a bit too fast for one of his kill moves.

And... Why not trade his knock back on Heartless Angel for damage? Have it not kill, but do high damage?

And alright, maybe the jab doesn't need more knock back...

And yeah Pride, it's just brain storming, we need more feedback honestly... Having only one voice of opinion isn't normally enough to make something perfect, one must listen to the voice of many... And use their words as guide lines for progress.

...

Also, DO? You didn't credit me for that slash effect. :'(


Title: Re: KH2/FF7/DIS Sephiroth V.2.6 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: DivineOverlord on April 24, 2011, 06:37:55 AM
Following SDOOMs quote:::

You know what has been bugging me with this project so far?  It's nothing too major, because it's great at the moment.  Great work on giving Sephy a unique playstyle, but the main thing that's been annoying me is the presentational flaws all over the place.  And they all will take about 5 seconds each to fix.  Here are the main ones:

- AA combo makes him teleport back rather than moving him forward if you don't cancel it.  All you have to do is check the "Moves Character" flag on the Animation Flags for subactions 48 and 49.

----->ok got it.


- I think you need to loop the Button Press for the F Tilt.  It seems that you can either make it work when you hit the opponent or if you time the button press with crazy precision.  I just think it needs to be a bit more accessible and the player should have more control over when the second hit comes out.

- --->I had it work that way, unless you guys prefer it to be always a two hit combo type of move?


- The Up B is also really weird.  Not only does the flight still feel rather stiff (though better than it was before) but also, when you land if you do it off the ground, you teleport back to where you did the move from.  Again, it's just a matter of checking the "Moves Character" animation flag.

Hmm not sure about this one. its already on move character.

- As DataDrain said, the Down B for some reason does slash hits despite it being fire.  Just a matter of changing an 02 (or 11 or whatever it is) to 05.

------>wrong advice -  I would have to change the sound effects of the flag. its already set to 05 for fire flags.


I think there was something else, but I don't remember it right now.  Great work nonetheless DO ;)







-about about to release v2.7 with better fixes and such.





@_Data_Drain_ -  I'm gonna add you as a collaborator, I just got done doing what you advised and it turns out really well. I suppose without your contiguous flawless testing, this psa wouldn't be turning out so well. ;D


Title: Re: KH2/FF7/DIS Sephiroth V.2.6 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: _Data_Drain_ on April 24, 2011, 07:01:45 AM
O_O

Really? Thank you!

Anyway, yeah, I believe thinking about it, this is indeed very, VERY close to how he should play, even in version 2.6, since he's very hard to land kill moves with, and now that I think about it, forward air doesn't need lag, he has to have a few moves to keep foes like Meta Knight off of him.

So... Yeah, he's very well done, sorry for not stating this sooner. XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.6 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: DivineOverlord on April 24, 2011, 07:19:57 AM
O_O

Really? Thank you!

Anyway, yeah, I believe thinking about it, this is indeed very, VERY close to how he should play, even in version 2.6, since he's very hard to land kill moves with, and now that I think about it, forward air doesn't need lag, he has to have a few moves to keep foes like Meta Knight off of him.

So... Yeah, he's very well done, sorry for not stating this sooner. XD

Thanks. I'm about to upload v.2.7. but for heartless angel, should there be a dark graphic instead of a light graphic?


Title: Re: KH2/FF7/DIS Sephiroth V.2.6 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: Hollow on April 24, 2011, 07:23:07 AM
Wait, why is the UPB weird? It shouldn't have been changed. I'm thinking of changing it anyway for the CPU's sake.


Title: Re: KH2/FF7/DIS Sephiroth V.2.6 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: DivineOverlord on April 24, 2011, 07:23:36 AM
Wait, why is the UPB weird? It shouldn't have been changed. I'm thinking of changing it anyway for the CPU's sake.

I havent touched up B lol


Title: Re: KH2/FF7/DIS Sephiroth V.2.6 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: _Data_Drain_ on April 24, 2011, 07:25:44 AM
Thanks. I'm about to upload v.2.7. but for heartless angel, should there be a dark graphic instead of a light graphic?
Hm... Nah, I think the one you have now is fine, the "heartless" part is already represented by the darkness in his hand, and I feel the "angelic" part is represented by the light that hits you.

Wait, why is the UPB weird? It shouldn't have been changed. I'm thinking of changing it anyway for the CPU's sake.
How so? And to what move?


Title: Re: KH2/FF7/DIS Sephiroth V.2.6 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: Hollow on April 24, 2011, 08:09:48 AM
SDoom said UpB returns to the spot where you started. It never did that for me, and I never checked "moves Character."


Title: Re: KH2/FF7/DIS Sephiroth V.2.6 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: _Data_Drain_ on April 24, 2011, 08:14:11 AM
The only thing I notice is, he sometimes jerks down a bit when he does up B in the air...

Anyway... It will be a little bit before I test the new version, since I'm gonna go to bed... But, I'll be sure to review version 2.7 when I wake up, I look forward to this. :)


Title: Re: KH2/FF7/DIS Sephiroth V.2.6 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: DivineOverlord on April 24, 2011, 08:24:59 AM
SDoom said UpB returns to the spot where you started. It never did that for me, and I never checked "moves Character."

it works fine for me.

anyways it took me awhile to update to v2.8 because It was a little confusing to have side B work exactly like zelda's but i did it :af:

New 4-24-2011 @ 7:00Am updates by DivineOverlord

+Improved AAA attack
+Improved Side B Special
+Improved Down B special
+Added more balance
+Adjusted attack 13 animation
+Play to find out!


Title: Re: KH2/FF7/DIS Sephiroth V.2.8 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: Hollow on April 24, 2011, 08:29:24 AM
it works fine for me.

anyways it took me awhile to update to v2.8 because It was a little confusing to have side B work exactly like zelda's but i did it :af:

New 4-24-2011 @ 7:00Am updates by DivineOverlord

+Improved AAA attack
+Improved Side B Special
+Improved Down B special
+Added more balance
+Adjusted attack 13 animation
+Play to find out!

Cool.

I think it doesn't work for Sdoom because he uses PAL. That's the most prominent problem I see, at least.
Man, I haven't played hacked brawl in months. :-\ I should start again.


Title: Re: KH2/FF7/DIS Sephiroth V.2.6 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: Tasty Pumpkin Clock on April 24, 2011, 08:31:45 AM
Feedback time. First of all I LOVE the updates. It's super impressive but there's a few things I think are off..

Heartless Angel: I agree with data it should be high damage and low knock back.

Side Tilt: So it's impossible to add more hits? That would be nice. A few more hits and less damage.
The second hit also rarely ever hits...

Down Air: I also agree with data here. It should have a longer start up. I think the end lag is fine though personally.

Win animation where he holds his sword in front of his face: His shoulder snaps back to the start of the animation at the end of the animation. It looks bad.

Entry animation: It's a good idea but shouldn't his pose in the last frame be the pose in the start of his idle animation? It looks weird how one second he's facing one way and all of a sudden he's in a completely different pose. It looks really bad.

-------------

But other then those I think like.... EVERYTHING else is amazing so... Kudos!


Title: Re: KH2/FF7/DIS Sephiroth V.2.8 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: DivineOverlord on April 24, 2011, 08:33:36 AM
Cool.

I think it doesn't work for Sdoom because he uses PAL. That's the most prominent problem I see, at least.
Man, I haven't played hacked brawl in months. :-\ I should start again.

lol thats true. I haven't seen you make a PSA for awhile.


Feedback time. First of all I LOVE the updates. It's super impressive but there's a few things I think are off..

Heartless Angel: I agree with data it should be high damage and low knock back.

Side Tilt: So it's impossible to add more hits? That would be nice. A few more hits and less damage.
The second hit also rarely ever hits...

Down Air: I also agree with data here. It should have a longer start up. I think the end lag is fine though personally.

Win animation where he holds his sword in front of his face: His shoulder snaps back to the start of the animation at the end of the animation. It looks bad.

Entry animation: It's a good idea but shouldn't his pose in the last frame be the pose in the start of his idle animation? It looks weird how one second he's facing one way and all of a sudden he's in a completely different pose. It looks really bad.

-------------

But other then those I think like.... EVERYTHING else is amazing so... Kudos!

there's another entry animation that I made in the motion file that I haven't tested yet. maybe I'll try to use that one.

I just reuploaded the main file - but its just to change the trajectory of the attack lw air..

If i have something to refrence for win animations, it will turn out better.


Title: Re: KH2/FF7/DIS Sephiroth V.2.8 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: Tasty Pumpkin Clock on April 24, 2011, 08:43:40 AM
http://www.youtube.com/watch?v=9Yh0Dn7SsZM

Where you trying to make that? (The first few seconds)
It doesn't look too bad, he just needs to face the opponent instead of you, and it should end with the start of his idle animation. Y'know what I mean?


Title: Re: KH2/FF7/DIS Sephiroth V.2.8 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: DivineOverlord on April 24, 2011, 09:11:22 AM
[url]http://www.youtube.com/watch?v=9Yh0Dn7SsZM[/url]

Where you trying to make that? (The first few seconds)
It doesn't look too bad, he just needs to face the opponent instead of you, and it should end with the start of his idle animation. Y'know what I mean?


yup that's it. I just didn't finish it all the way. I'll do it once I get passed midterms. XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.8 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: DivineOverlord on April 24, 2011, 09:32:04 AM
Great job on V2.8
But, I have some concerns on some changes.

-Walk animation - the transition between Wait1 and the Walk look awkward, Sephy's sword goes high in the air, then quickly back down again in the Wait animation.

-Up B-I'm using Ntsc-U and it teleports me after I do the move. Sometimes off the screen where I KO'd >.<

-Air B- Where's the awesome graphic for this!? I missed it. Oh well, but it's better, like mentioned before, knockback should be decreased.

That's all I have for now, I don't think I'm missing anything else (I hope).

Oh I see. I use pal version. I don't know how to fix the Up B for Ntsc-U users. SDOOm had the same problem and unfortunately I probably won't be able to release an alternate version to fix this your ntsc users.



-so you guys sure you want more damage and less knockback for Heartless Angel?
it might make him over powered since it stuns the person it hits if they don't jump off the ground or off the stage lol.


Title: Re: KH2/FF7/DIS Sephiroth V.2.8 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: Tasty Pumpkin Clock on April 24, 2011, 09:58:30 AM
I use ntsc... it works fine for me...

As for Heartless Angel. Couldn't you just remove the stun? And even if not I mean it has a super long start up and it's easy to avoid.


Title: Re: KH2/FF7/DIS Sephiroth V.2.8 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: DivineOverlord on April 24, 2011, 10:11:21 AM
But, isn't this based on a NTSC-U PSA? I mean I can hear Marth's sounds, since a PAL PSA wouldn't have sounds on NTSC since they used different SFX IDs.

In any case, I could just port the Up B from v2.2 since it works fine for me in that one.

how can Up B work for you with version 2.2 and not version 2.8 when I didn't touch the UP B at all? sooooooooooooo confusingggggggggggggggggggg


Title: Re: KH2/FF7/DIS Sephiroth V.2.8 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: Albafika on April 24, 2011, 10:15:21 AM
o_O Woah, I'm sure as heck last night this thread didn't have pages 37-38, I'll test this as I come back from where I'm heading now...


Title: Re: KH2/FF7/DIS Sephiroth V.2.8 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: DivineOverlord on April 24, 2011, 10:19:31 AM
o_O Woah, I'm sure as heck last night this thread didn't have pages 37-38, I'll test this as I come back from where I'm heading now...

Alright. I still need to finish up some animations though lol


Title: Re: KH2/FF7/DIS Sephiroth V.2.8 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: DivineOverlord on April 24, 2011, 10:44:26 AM
lol I don't know. I think it may have some thing to do with the transition (animation wise, not PSA)
I'll check something hold on.

Edit- Yes! It is an animation transition! Heres what I did, I used the MotionEtc.pac from 2.2 with the moveset of 2.8 and it worked! No teleport whatsoever. Prehaps you may have a stretch bone in one of your animations that makes Sephy stretch far away. It could be the transition animation between Up B and Wait1 that makes this happen (that's where I notice it playing the game at 1/4 speed in training mode :) )

oh i see. it must be wait 1 then. Guess I'll just put the old wait 1 back.


by the way, I gave sephiroth pits feathers when he jumps would this be good to keep? one thing though, the feathers are white.


Title: Re: KH2/FF7/DIS Sephiroth V.2.8 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: Lythro on April 24, 2011, 12:06:06 PM
That'd probably look cool any ways, even if they were white. But I'm personally indifferent. Is there any possible way to make his UpB Air move the same as Pits? Y'know, with Sephiroth's movement being smoother and floating up and down while the wing beats?

I guess this kind of thing isn't possible, cause you tried to get the side-B moving the same as Zelda's and it's still different. That said, I think it's MUCH better and more practical now!

The UpSmash is great. It's very deadly and would be overpowered, but the huge end lag makes it pretty awesome. Now players won't want to use it unless they really make the risk of leaving themselves WIDE open, but it still gives Sephiroth an option for a standard killing move.

Your idea to make heartless angel work differently and attack everyone on the ground is a perfect solution. Lots of charge up time, can't be cancelled, and can be easily dodged. But it's dangerous if there's more than 2 players, or a lot of mayhem going on. If you strengthen the attack up, I wouldn't do it by much. 15% or 20% at the very very most.

There's a couple of things I think could be improved too. Most of them are already pointed out. But how about a mid air animation/pose for Sephiroth when he's using specials like his SideB, so that he looks like he's casting while in the air, and not just standing up straight.

The overall balancing of Sephiroth is a lot better now and you made some seriously good progress on him. Way to go!

(by the way, I changed my name from Link3Kokiri to Lythro, in case anyone remembers that nubhat, haha)


Title: Re: KH2/FF7/DIS Sephiroth V.2.8 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: Thundaga_T2 on April 24, 2011, 02:48:54 PM
Oh I see. I use pal version. I don't know how to fix the Up B for Ntsc-U users. SDOOm had the same problem and unfortunately I probably won't be able to release an alternate version to fix this your ntsc users.



-so you guys sure you want more damage and less knockback for Heartless Angel?
it might make him over powered since it stuns the person it hits if they don't jump off the ground or off the stage lol.
Heartless Angel isnt supposed to kill anyway, at least as far as i know, in Dissidia it reduces the opponents bravery to 1, and in Kingdom Hearts, it reduces your HP to 1. Though to keep it from being overpowered, you could keep it the way it is, though i would agree to low knockback, or perhaps no knockback at all and just have them flinch. If you have it make them just flinch though, you should give it less ending lag, seeing as it takes a long time to use the move anyway.


Title: Re: KH2/FF7/DIS Sephiroth V.2.8 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: Ultraxwing on April 24, 2011, 03:05:52 PM
did you weaken Hell's gate air?

one of my friends spams that move on a constant basis and does a good 30 to 40% damage...

please tell me you fixed that


Title: Re: KH2/FF7/DIS Sephiroth V.2.8 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: Tigres on April 24, 2011, 03:47:51 PM
Hi, guys (I'm pretty new at this so I am just going to ask this), I tried to test Sephiroth out, but when I am fighting the skin of Sephiroth doesn't appear, it's just Marth with Sephiroth's powers, am I doing something wrong ;o?


Title: Re: KH2/FF7/DIS Sephiroth V.2.8 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: SiLeNtDo0m on April 24, 2011, 04:09:26 PM
Hi, guys (I'm pretty new at this so I am just going to ask this), I tried to test Sephiroth out, but when I am fighting the skin of Sephiroth doesn't appear, it's just Marth with Sephiroth's powers, am I doing something wrong ;o?


Nope.  The model isn't included.  Download it here: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=12336


Title: Re: KH2/FF7/DIS Sephiroth V.2.8 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: Albafika on April 24, 2011, 05:05:47 PM
*Goes and tests this, and will edit this with feedback, if I don't feel lazy then. XD*


Title: Re: KH2/FF7/DIS Sephiroth V.2.8 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: Hackingstar on April 24, 2011, 05:07:34 PM
Nope.  The model isn't included.  Download it here: [url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=12336[/url]


happy birthday


Title: Re: KH2/FF7/DIS Sephiroth V.2.8 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: Albafika on April 24, 2011, 06:16:42 PM
I'll give feedback here since someone else already posted so it's not double post now:

1> Turn while running animation is weird, check on it.

2> Side Tilt second hit has this animation that looks like a lot of slashing and only hits once... What's with it? It's just for show? And for what purpose? I actually prefer the Side Tilt of before, unless you remove that... Just make him hit Twice and that's it, as he does now, I'm saying this only 'cause it's awkward at this moment and it's hard to identify where the hitbox is, and if you make the whole slashing animation hit while it's there it'd be too much, unless you lower his Side Tilt's % damage a lot and have the hits hit for 1% each, it'd look awesome and it'd be a multi hit move of Sephiroth, and these moves are what he does more on Dissidia. I'd say go with my last idea, I'd love it.

3> Fsmash's last hit is still disjointed, it hits behind Sephiroth... Have that combo only hit in front of him, please.

4> Grabbing still makes him slide a bit.

5> Would it be possible to make Sephy stand on his Wait3 after using his Side Taunt? That'd be sweet.

6> When wings are out, and I use Down B, the moment I release the B from charging, Sephiroth loses his wings, but when the first file wall appears, he gets them back. Same happens with Neutral B.

7> The thunder of fthrow hits other players close by, is it supposed to be like that?

8> Pummel is OP, can't it be made to work like all the other characters (I mean, you hold A down and it racks a LOT of hits.)? (This is directed to Hollow, of course. =P)

9> Love the new Side B! I wonder, though, when I do it on air and leave the stick alone, he goes down as I go down, can it be made so that he follows his trajectory and Sephiroth's movement doesn't influences it? Like Zelda's one, I mean. Like, with Zelda's, I can target Snake while flying high on the air, with this one, it'll go down as Sephiroth goes down.

EDIT:

10> I notice when I land while flying (Using OP) and I mean landing it, not special falling, the circle that's supposed to come out when you're off the screen appears for less than a second on top of Sephiroth, check on that please. xD

11> I love the Up Smash now! But, it's a bit TOO slow in my opinion, I think Ike's slowness of Up Smash would be enough, what do you say?

I'll keep testing, and I have to say: Great update, indeed, Divine! ^^

Hope my feedback is of any help.


Title: Re: KH2/FF7/DIS Sephiroth V.2.8 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: Tasty Pumpkin Clock on April 24, 2011, 07:00:44 PM

2> Side Tilt second hit has this animation that looks like a lot of slashing and only hits once... What's with it? It's just for show? And for what purpose? I actually prefer the Side Tilt of before, unless you remove that... Just make him hit Twice and that's it, as he does now, I'm saying this only 'cause it's awkward at this moment and it's hard to identify where the hitbox is, and if you make the whole slashing animation hit while it's there it'd be too much, unless you lower his Side Tilt's % damage a lot and have the hits hit for 1% each, it'd look awesome and it'd be a multi hit move of Sephiroth, and these moves are what he does more on Dissidia. I'd say go with my last idea, I'd love it.

^ THAT. Make it do like.... eight 1% hits.


Title: Re: KH2/FF7/DIS Sephiroth V.2.8 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: Albafika on April 24, 2011, 07:06:33 PM
^ THAT. Make it do like.... eight 1% hits.

And reduce HIGHLY his Side Tilt damage so that it's about 14% or 15% total (Counting all the hits together), what do you think? It'd look flashy but still have the same damage % most of the other characters do, so it'll be balanced, and nice looking!


Title: Re: KH2/FF7/DIS Sephiroth V.2.8 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: _Data_Drain_ on April 24, 2011, 07:16:05 PM
- I can't change the forward tilt, it has a glitch where if I add another offensive collsion, it will do too much damage.
I just thought I would bring that up, anyway...

Okay, Hell's Gate needs start up like in Dissidia, if it had this, I think it would be balanced then, because... As of now, if you do it while on the stage's edge, and your opponent is trying to recover, you can spike them if you do it right... Other wise, I love how you can suicide spike now. XD

And... Eh, I say make the damage higher on Heartless Angel, if nothing else, make it do 30%, with no knock back at all, and... In a free for all, there's all kinds of stuff going on normally... Just make sure you keep an eye on all foes.

And you know... DO, side tilt is almost more like Reaper then Oblivion, almost, if it multi hit, it would be like a mini Reaper.

...

Anyway, off to test more.

Also, Side B is perfect now, it feels more natural... Great job there. :)

And I noticed, the fire has fire hit sounds now... Again, nice touch.


Title: Re: KH2/FF7/DIS Sephiroth V.2.8 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: Albafika on April 24, 2011, 07:23:17 PM
I just thought I would bring that up, anyway...

Okay, Hell's Gate needs start up like in Dissidia, if it had this, I think it would be balanced then, because... As of now, if you do it while on the stage's edge, and your opponent is trying to recover, you can spike them if you do it right... Other wise, I love how you can suicide spike now. XD

And... Eh, I say make the damage higher on Heartless Angel, if nothing else, make it do 30%, with no knock back at all, and... In a free for all, there's all kinds of stuff going on normally... Just make sure you keep an eye on all foes.

And you know... DO, side tilt is almost more like Reaper then Oblivion, almost, if it multi hit, it would be like a mini Reaper.

...

Anyway, off to test more.

That's too bad, I now noticed there are more hitbox on it, but they never hit, I'd had been sweet if the whole Side Tilt + Air slashes connected and made an amount of 15% total, would have looked and matched very good, and it'd have been balanced.


Title: Re: KH2/FF7/DIS Sephiroth V.2.8 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: Hackingstar on April 24, 2011, 07:26:04 PM
idk if this will surprise you guys but i'll say it. Sephiroth SFX uploaded to vault. Check it out.


Title: Re: KH2/FF7/DIS Sephiroth V.2.8 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: _Data_Drain_ on April 24, 2011, 07:32:29 PM
That's too bad, I now noticed there are more hitbox on it, but they never hit, I'd had been sweet if the whole Side Tilt + Air slashes connected and made an amount of 15% total, would have looked and matched very good, and it'd have been balanced.
I'm not gonna lie, that would have been great... I just wonder if there's anyway to fix that glitch? 15% damage from 1% hits wouldn't be unbalanced, would match his flashy fighting style... Bleh... I just think the second hit needs to come out sooner, because, even if it's spaced right, you still can get hit out of it...


Title: Re: KH2/FF7/DIS Sephiroth V.2.8 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: DivineOverlord on April 24, 2011, 07:38:49 PM
I'm not gonna lie, that would have been great... I just wonder if there's anyway to fix that glitch? 15% damage from 1% hits wouldn't be unbalanced, would match his flashy fighting style... Bleh... I just think the second hit needs to come out sooner, because, even if it's spaced right, you still can get hit out of it...

I'm about to release another update. I totally forgot to replace his landing animation which caused his UP B when landing to glitch. I'll try to see if I can fix side tilt.


Title: Re: KH2/FF7/DIS Sephiroth V.2.8 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: Albafika on April 24, 2011, 07:41:06 PM
I'm about to release another update. I totally forgot to replace his landing animation which caused his UP B when landing to glitch. I'll try to see if I can fix side tilt.

I hope, too, you revised everything else I said concerning a few random glitches for a future update. =P


Title: Re: KH2/FF7/DIS Sephiroth V.2.8 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: _Data_Drain_ on April 24, 2011, 07:43:20 PM
Uh... I found a big problem with Heartless Angel... It doesn't put you into free fall anymore... What does this mean? You can use it infinitely... In other words, if you want to, you can stall the match indefinitely, this is of course annoying, and in a tourny rule set... A win if you get a KO, since they run on time limits.


Title: Re: KH2/FF7/DIS Sephiroth V.2.8 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: OmegaMalkior on April 24, 2011, 07:48:47 PM
Uh... I found a big problem with Heartless Angel... It doesn't put you into free fall anymore... What does this mean? You can use it infinitely... In other words, if you want to, you can stall the match indefinitely, this is of course annoying, and in a tourny rule set... A win if you get a KO, since they run on time limits.
^THIS, fix it for Balanced version, NOT OP/OG versions.


Title: Re: KH2/FF7/DIS Sephiroth V.2.8 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: DivineOverlord on April 24, 2011, 07:50:23 PM
I hope, too, you revised everything else I said concerning a few random glitches for a future update. =P

well it depends. some of the things you mentioned are best to keep as is. like his turn run for example, I know it looks wired but how else is it supposed to look when your running while holding your sword like that? lol


Uh... I found a big problem with Heartless Angel... It doesn't put you into free fall anymore... What does this mean? You can use it infinitely... In other words, if you want to, you can stall the match indefinitely, this is of course annoying, and in a tourny rule set... A win if you get a KO, since they run on time limits.

ooooh good one. Data_Drain,,,how the heck do you keep spotting things I miss? XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.8 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: Albafika on April 24, 2011, 07:50:28 PM
Uh... I found a big problem with Heartless Angel... It doesn't put you into free fall anymore... What does this mean? You can use it infinitely... In other words, if you want to, you can stall the match indefinitely, this is of course annoying, and in a tourny rule set... A win if you get a KO, since they run on time limits.

Ninja'ed :oshi:, also,I think it'd be nice if you completely removed his Glide, it's a bit awkward...

well it depends. some of the things you mentioned are best to keep as is. like his turn run for example, I know it looks wired but how else is it supposed to look when your running while holding your sword like that? lol

Can't it be made like it was before? I'm sure he did a decent animation when turn running as the rest of the cast does, but I could be mistaken..


Title: Re: KH2/FF7/DIS Sephiroth V.2.8 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: DivineOverlord on April 24, 2011, 07:52:38 PM
Ninja'ed :oshi:, also,I think it'd be nice if you completely removed his Glide, it's a bit awkward...

oh yeah, i forgot about that. I'll remove it. I'll upload v.2.9 in about an hour after a bit of testing.


Title: Re: KH2/FF7/DIS Sephiroth V.2.8 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: Albafika on April 24, 2011, 09:02:44 PM
I think we're talking about diferent things there... regarding Turn Run.

I made a video of 1 minute to show a few of the things I mentioned including the turn run..

http://www.youtube.com/watch?v=YsTjcW6ofqA


Title: Re: KH2/FF7/DIS Sephiroth V.2.8 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: Hollow on April 24, 2011, 09:10:02 PM
I think we're talking about diferent things there... regarding Turn Run.

I made a video of 1 minute to show a few of the things I mentioned including the turn run..

[url]http://www.youtube.com/watch?v=YsTjcW6ofqA[/url]

The sliding on the grab was fixed by me on my first version. It shouldn't have been messed with. Also, if no one messed with the UpB, it should work fine as well.


Title: Re: KH2/FF7/DIS Sephiroth V.2.8 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: Albafika on April 24, 2011, 09:12:11 PM
The sliding on the grab was fixed by me on my first version. It shouldn't have been messed with. Also, if no one messed with the UpB, it should work fine as well.

Well, both of those are on this version. XD

On a side note... Hollow, have you found anything or any character you really want to do in PSA? You've been losing interest in PSA yet you keep wanting to earn that interest back. ._.


Title: Re: KH2/FF7/DIS Sephiroth V.2.8 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: DivineOverlord on April 24, 2011, 09:21:33 PM
The sliding on the grab was fixed by me on my first version. It shouldn't have been messed with. Also, if no one messed with the UpB, it should work fine as well.

dude, I already said I didn't touch the UP or grab attack




Title: Re: KH2/FF7/DIS Sephiroth V.2.8 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: _Data_Drain_ on April 24, 2011, 09:24:05 PM
Now now, settle down, nothing good comes of fighting...

Now, you say it was the landing animation? Hm...

*Oh and, don't worry about my warning, I was just expressing myself on the family thread... Big mistake I guess.* XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.8 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: Albafika on April 24, 2011, 09:28:48 PM
dude, I already said I didn't touch the UP or grab attack >_< ...it was the landing animation that caused the UP B to miss up a little....next time read my posts before pointing fingers.  :notimp:


@ wolf eric, if your so concerned about the turn run, fix it yourself. I dont have any problem with the turn run myself.

Don't take me wrong, I actually upped that to show you, and for you to tell me if I was the only one with this problem... I forgot to add that to my post.

EDIT: Meh... I'm getting tired of giving feedback, I always end up like the bad guy and end up insulted... These were my last 2 cents... Sorry for not giving decent feedback.


Title: Re: KH2/FF7/DIS Sephiroth V.2.8 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: _Data_Drain_ on April 24, 2011, 09:33:50 PM
Don't take me wrong, I actually upped that to show you, and for you to tell me if I was the only one with this problem... I forgot to add that to my post.

EDIT: Meh... I'm getting tired of giving feedback, I always end up like the bad guy and end up insulted... These were my last 2 cents... Sorry for not giving decent feedback.
Well... I think animation fixes are needed of course, but, this should be done last, since game play is what the focus is on now...

I do agree though, the run turn is odd.

And the hit box on forward smash is a bit odd... Although, honestly, it's quite punishable anyway.

Though, don't be so hard on yourself... Feedback is feedback, there needs to be more then one person giving feedback.


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: DivineOverlord on April 24, 2011, 09:35:06 PM
Don't take me wrong, I actually upped that to show you, and for you to tell me if I was the only one with this problem... I forgot to add that to my post.

EDIT: Meh... I'm getting tired of giving feedback, I always end up like the bad guy and end up insulted... These were my last 2 cents... Sorry for not giving decent feedback.

Not necessarily, I did like these feedback you given:

"10> I notice when I land while flying (Using OP) and I mean landing it, not special falling, the circle that's supposed to come out when you're off the screen appears for less than a second on top of Sephiroth, check on that please. xD


That's too bad, I now noticed there are more hitbox on it, but they never hit, I'd had been sweet if the whole Side Tilt + Air slashes connected and made an amount of 15% total, would have looked and match

and I think you mentioned something about side b in air animation being wierd looking since he is standing in mid air."



lol guys I'm not trying to insult anyone. I admit I do get a lil frustrated sometimes XD

v2.9
+new Side B in air animation
+fixed side tilt attack
+Fixed Up B landing glitch
+among other things
+Took out the jump glide.



Things left to do:
-edit win animations
-need a down taunt
-fix turn run - I'll ask Bigbadbooya he's pretty good at animating
-edit side smash last hit
-Finish Entry animation

and????


Title: Re: KH2/FF7/DIS Sephiroth V.2.8 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: Albafika on April 24, 2011, 09:40:40 PM
Not necessarily, I did like these feedback you given:

"10> I notice when I land while flying (Using OP) and I mean landing it, not special falling, the circle that's supposed to come out when you're off the screen appears for less than a second on top of Sephiroth, check on that please. xD


That's too bad, I now noticed there are more hitbox on it, but they never hit, I'd had been sweet if the whole Side Tilt + Air slashes connected and made an amount of 15% total, would have looked and match

and I think you mentioned something about side b in air animation being wierd looking since he is standing in mid air."



lol guys I'm not trying to insult anyone. I admit I do get a lil frustrated sometimes XD

It's tough.. But I think I may be a bit down due to some stuff happening at this moment with a friend. Anyways, I think I'll start giving feedback with videos whenever I can... Not to offend anybody, but it's better I think... It's hard for me to explain what I'm trying to say on English due to my English being bad, so yeah... Sephiroth's on the right track, so far, DO.


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: DivineOverlord on April 24, 2011, 09:44:02 PM
It's tough.. But I think I may be a bit down due to some stuff happening at this moment with a friend. Anyways, I think I'll start giving feedback with videos... Not to offend anybody, but it's better I think... It's hard for me to explain what I'm trying to say on English due to my English being bad, so yeah... Sephiroth's on the right track, so far, DO.

isn't that more time consuming to do it by videos?

I wish BBB would help out more with sephiroth, this dude is a complex character. lol and sometimes frustrating to do but manageable.


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: Albafika on April 24, 2011, 09:45:57 PM
Divine, you added a FiMarthBalanced and a FitMarth.pac there, which one is the updated Balanced version? XD

I made this video and it didn't take long, and it was enjoyable, but I'll just do it when it comes to a feedback that is really needed and hard for me to explain it.


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: DivineOverlord on April 24, 2011, 09:48:39 PM
Divine, you added a FiMarthBalanced and a FitMarth.pac there, which one is the updated Balanced version? XD

I made this video and it didn't take long, and it was enjoyable, but I'll just do it when it comes to a feedback that is really needed and hard for me to explain it.

aww crap I did. Hold up I'll re upload it lol.



Edit: Wolfric and Apprentice of Death, I added you as a collaborator, feedback is just as important as the PSA itself.


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: Albafika on April 24, 2011, 10:01:05 PM
aww crap I did. Hold up I'll re upload it lol.



Edit: Wolfric and Apprentice of Death, I added you as a collaborator, feedback is just as important as the PSA itself.

I'm flattered... o_o I'll make sure to bring feedback tomorrow morning... I can't turn on the TV at this hour. -_-;;;


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: _Data_Drain_ on April 24, 2011, 10:04:02 PM
Okay, forward tilt... Is SO MUCH better now! I love it!

Okay, and I know what's up with Hell's Gate now, you can cancel the end lag with an attack... Okay, other then that though? I say he's pretty close to done, just give him a new down taunt, neutral air, and back air... And maybe some victory poses, I say he's pretty much done honestly.

Unless I find a nasty glitch, he's become a very balanced character... Well done. :D


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: Albafika on April 24, 2011, 10:06:26 PM
Okay, forward tilt... Is SO MUCH better now! I love it!

Okay, and I know what's up with Hell's Gate now, you can cancel the end lag with an attack... Okay, other then that though? I say he's pretty close to done, just give him a new down taunt, neutral air, and back air... And maybe some victory poses, I say he's pretty much done honestly.

Unless I find a nasty glitch, he's become a very balanced character... Well done. :D

Ugh, I can't wait to test this new update tomorrow morning. ._.


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: DivineOverlord on April 24, 2011, 10:14:00 PM
Okay, forward tilt... Is SO MUCH better now! I love it!

Okay, and I know what's up with Hell's Gate now, you can cancel the end lag with an attack... Okay, other then that though? I say he's pretty close to done, just give him a new down taunt, neutral air, and back air... And maybe some victory poses, I say he's pretty much done honestly.

Unless I find a nasty glitch, he's become a very balanced character... Well done. :D

lol I just got done fixing the animation. I changed it a little but it was too short. I'm surprised you guys caught that so quickly!



Edit: its posted


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: _Data_Drain_ on April 24, 2011, 11:36:52 PM
lol I just got done fixing the animation. I changed it a little but it was too short. I'm surprised you guys caught that so quickly!



Edit: its posted
Okay, yeah, the new Side B air animation is better, I still say Hell's Gate shouldn't have cancelable end leg though... I see in the animation, you made it have end lag, but you can attack out of it...

Anyway though, I'd say after the Hell's Gate fix, he will be very balanced, he can poke, but has risks with his kill moves.


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: Hackingstar on April 25, 2011, 03:46:13 AM
idk if this will surprise you guys but i'll say it. Sephiroth SFX uploaded to vault. Check it out.
guess nobody noticed...:(


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: _Data_Drain_ on April 25, 2011, 03:51:55 AM
guess nobody noticed...:(
Oh, sorry... I'm sure this is useful for those with Riivolution... I just can't use it... :(


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: Tasty Pumpkin Clock on April 25, 2011, 05:26:00 AM
Edit: Wolfric and Apprentice of Death, I added you as a collaborator, feedback is just as important as the PSA itself.

 :af:

guess nobody noticed...:(

D: I didn't! I'm going to test that out right now! (If I can)


Things left to do:

Edit the entry animation. Maybe just keep it simple. Have standing there and have him move into his idle position.

Suggestions for new moves:

Side Aerial Special: This has been brought up a few times. Change side air special to "Oblivion". That's the move in KH2 where he dashes behind Sora and it makes him take a bunch of hits.
It worked similar in Dissidia, he dashed forwards a bit and if he passed his opponent they got hit a bunch of times.
So here's how I think it should work:
He dashes forwards in the air, if he passes the opponent they flinch (major flinch like Heartless Angel) and during this they are getting hit a bunch of times (As if they were being grab pummeled).
This should only last a few seconds.
It makes you go into a helpless fall.

Air Down Special: Godspeed. Shoots (Kirbys Up-B sword slash effect) diagonally downwards.


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: _Data_Drain_ on April 25, 2011, 06:13:56 AM
Side Aerial: This has been brought up a few times. Change side air to "Oblivion". That's the move in KH2 where he dashes behind Sora and it makes him take a bunch of hits.
It worked similar in Dissidia, he dashed forwards a bit and if he passed his opponent they got hit a bunch of times.
So here's how I think it should work:
He dashes forwards in the air, if he passes the opponent they flinch (major flinch like Heartless Angel) and during this they are getting hit a bunch of times (As if they were being grab pummeled).
This should only last a few seconds.
It makes you go into a helpless fall.

Air Down Special: Godspeed. Shoots (Kirbys Up-B sword slash effect) diagonally downwards.
Hm... Forward air? That would be odd... I like what he has now honestly, it makes a good poking move, that sounds more like a Side B air.

The second idea... Hm... That might work, as long as it's not too spammable...

I just wonder if anyone has any ideas for back air? An idea for neutral air was posted awhile back, but what about back air?


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: Tasty Pumpkin Clock on April 25, 2011, 06:41:14 AM
Hm... Forward air? That would be odd... I like what he has now honestly, it makes a good poking move, that sounds more like a Side B air.

The second idea... Hm... That might work, as long as it's not too spammable...

I just wonder if anyone has any ideas for back air? An idea for neutral air was posted awhile back, but what about back air?


Whoops! I meant aerial side special!

And for Godspeed, it could be a quick high damage projectile that makes you go into a helpless fall. The aerial equivalent of lag.


http://www.youtube.com/watch?v=DdGYaFDPlks

Off topic sorta. Go to 13:25 for awesome Sephiroth fight.


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: Albafika on April 25, 2011, 07:16:48 AM
I dislike Godspeed for Side B, it's too flashy (Doesn't fits vBrawl mechanics) and can't be interrupted the way it is.


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: Tasty Pumpkin Clock on April 25, 2011, 07:18:22 AM
I dislike Godspeed for Side B, it's too flashy (Doesn't fits vBrawl mechanics) and can't be interrupted the way it is.

Godspeed would be down b air. I think you're thinking of Oblivion, the one where he dashes forwards? And it would fit perfectly as a special. Either of them would.

Which one were you talking about?


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: Albafika on April 25, 2011, 07:22:05 AM
Godspeed would be down b air. I think you're thinking of Oblivion, the one where he dashes forwards? And it would fit perfectly as a special. Either of them would.

Which one were you talking about?

Lol yeah, I was talking about oblivion, I'm thinking, though, how would it work for it to be balanced, I'd say, have him to something like Falco's Side B, and the people who gets hit by it get this slashing animation over them for a second of about 7% total of damage. That way it'd be interruptable the same way Falco's Side B is...


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: Tasty Pumpkin Clock on April 25, 2011, 07:23:19 AM
Lol yeah, I was talking about oblivion, I'm thinking, though, how would it work for it to be balanced, I'd say, have him to something like Falco's Side B, and the people who gets hit by it get this slashing animation over them for a second of about 7% total of damage. That way it'd be interruptable the same way Falco's Side B is...

I think that's what the original idea was...? How would it be interpretable?


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: Albafika on April 25, 2011, 07:25:06 AM
I think that's what the original idea was...? How would it be interpretable?

I forgot what the original idea was.. xD Interruptable? How? Well, you CAN interrupt Falco's Side B with a few characters if you time it properly.


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: Tasty Pumpkin Clock on April 25, 2011, 07:27:58 AM
I forgot what the original idea was.. xD Interruptable? How? Well, you CAN interrupt Falco's Side B with a few characters if you time it properly.

Like before he dashes or while he's dashing?


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: Albafika on April 25, 2011, 07:32:17 AM
Like before he dashes or while he's dashing?

 Anytime on his dash, if you time Nair on him, you'll knock him out of his Side B, although, it's hard to time it properly. (Although, to time it you HAVE to know when he'll use it, and considering that's Falco's only viable recovery, it's easy to predict, but this wouldn't be the case for Sephiroth.)


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: _Data_Drain_ on April 25, 2011, 07:49:31 AM
On a side note, is it just me? Or is forward throw a SUPER good kill move? I killed Meta Knight at 90% with it... And considering how easy it is to grab with him... I say it needs a nerf.

And... Maybe the grab animation itself needs end lag, so he can't spam it willynilly, since it's reward is high.


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: Tasty Pumpkin Clock on April 25, 2011, 07:52:41 AM
^ That!
Plus I think Up Throw needs way more knock back. I've been thinking that since like... Sephiroth first came out! It should be super low damage and super high distance.
It should be a kill move actually. Wouldn't be op either if the grab had lag.

And Wolfric yeah that would make sense for the side special air.


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: Albafika on April 25, 2011, 07:55:33 AM
On a side note, is it just me? Or is forward throw a SUPER good kill move? I killed Meta Knight at 90% with it... And considering how easy it is to grab with him... I say it needs a nerf.

And... Maybe the grab animation itself needs end lag, so he can't spam it willynilly, since it's reward is high.

Yeah, I noticed that, and I think I mentioned it on my feedback from before? Or I might have skipped it. lol

And I agree on the grab having more end lag, EVERY character with a long range grab has it's amount of end lag, so the grab have to be used wisely.

Up Throw with more knockback? I think it's fine the way it is now, Sephiroth, either, didn't throw Cloud that high, he just threw him up to slash him with Uair on AC, and here it's working its purpose.

Edit: Fsmash' charge needs to last a little longer.

Edit 2: While charging Neutral B, if you charge a bit (Throwing Second charge and third charge is mos noticeable), fire appears around Sephiroth's legs.


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: Tasty Pumpkin Clock on April 25, 2011, 08:09:40 AM
The only reason I use up throw is to use up air. And it never throws him high enough.
Or it's ten times easier to use up smash.


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: Albafika on April 25, 2011, 08:11:07 AM
The only reason I use up throw is to use up air. And it never throws him high enough.
Or it's ten times easier to use up smash.

That's the cost of balancing. It's good for me, I'd dislike it if it was a Killing Throw.


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: DivineOverlord on April 25, 2011, 08:24:54 AM
Whoops! I meant aerial side special!

And for Godspeed, it could be a quick high damage projectile that makes you go into a helpless fall. The aerial equivalent of lag.


[url]http://www.youtube.com/watch?v=DdGYaFDPlks[/url]

Off topic sorta. Go to 13:25 for awesome Sephiroth fight.


I see. I don't know how Oblivion is going to work as a side B special. I thought I already had it as a forward tilt.

On a side note, is it just me? Or is forward throw a SUPER good kill move? I killed Meta Knight at 90% with it... And considering how easy it is to grab with him... I say it needs a nerf.

And... Maybe the grab animation itself needs end lag, so he can't spam it willynilly, since it's reward is high.


Its easy to give him a lag and prevent him from moving forward and I agree with this that its needed.

Yeah, I noticed that, and I think I mentioned it on my feedback from before? Or I might have skipped it. lol

And I agree on the grab having more end lag, EVERY character with a long range grab has it's amount of end lag, so the grab have to be used wisely.

Up Throw with more knockback? I think it's fine the way it is now, Sephiroth, either, didn't throw Cloud that high, he just threw him up to slash him with Uair on AC, and here it's working its purpose.

Edit: Fsmash' charge needs to last a little longer.

Edit 2: While charging Neutral B, if you charge a bit (Throwing Second charge and third charge is mos noticeable), fire appears around Sephiroth's legs.


The forward smash charge is 61 frames. That's the regular charge time of normal characters.

Edit 2: I never seen that before. there is no graphic between his legs.

and I agree with you about the throw Hi not needed more knock back since its easy to grab characters.



lets focus more on what's not done.

Better turn run - IP
Forward Attack Air?
Attack Air B
Attack Air N

Down Taunt

Win animations

and Any balancing ideas are good for feedback

New Throw F and B and Lw animations? if there's something I can reference that sephy does it would turn out more better than using my imagination.





Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: Tasty Pumpkin Clock on April 25, 2011, 08:32:38 AM
Side Tilt is "Reaper".

Aerial Side Special should work like Falcos. Except when it hits, the character flinches a lot and there's lots of sword slash effects. That would be "Oblivion"

Regardless of whether or not Up Throw gets more knockback, his grab should have end lag.
All long reach grabs have lag. (Plus if it did, it would make more sense for up throw to have as much knockback as up smash)

And don't forget to change his entry animation. At the moment maybe just make it his idle animation. (So it's like he doesn't have an entry animation)


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: DivineOverlord on April 25, 2011, 08:37:22 AM
Side Tilt is "Reaper".

Aerial Side Special should work like Falcos. Except when it hits, the character flinches a lot and there's lots of sword slash effects. That would be "Oblivion"

Regardless of whether or not Up Throw gets more knockback, his grab should have end lag.
All long reach grabs have lag. (Plus if it did, it would make more sense for up throw to have as much knockback as up smash)

And don't forget to change his entry animation. At the moment maybe just make it his idle animation. (So it's like he doesn't have an entry animation)

about "Oblivion" - Lets suppose I did put this move on. It will only be able to hit characters in air or jumping. Good or no?

and yeah, I already agreed with Data_Drain about the lag on grabs. Once a lag is done, then I can give his up throw more knockback ;D

I'll finish the entry animation when I have time. I'll update him again next weekend.




Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: Tasty Pumpkin Clock on April 25, 2011, 08:38:48 AM
All of that sounds good. : D


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: Albafika on April 25, 2011, 08:45:53 AM
I see. I don't know how Oblivion is going to work as a side B special. I thought I already had it as a forward tilt.

Its easy to give him a lag and prevent him from moving forward and I agree with this that its needed.

The forward smash charge is 61 frames. That's the regular charge time of normal characters.

Edit 2: I never seen that before. there is no graphic between his legs.

and I agree with you about the throw Hi not needed more knock back since its easy to grab characters.



Alright, perhaps I thought it was coming out faster 'cause I was getting used to the one before. XD

I'll upload a 40 seconds video showing a few little problems for a future final update, and showing this fire thing... To see if it's only me getting it. xD

http://www.youtube.com/watch?v=zLhHpZtSlxg

Don't give too much more knockback on Uthrow, it wouldn't be good if it turned out as a Kill Move, plus, the grab may have end lag, but it's still fast, and has a huge grab range, so it'd really make him OP to add a lot more knockback on the grabs.

I actually like Down Throw and Up Throw, Back throw is the one that needs changing in my opinion.

Also, I see it'd be hard to have Oblivion work exactly as Falco's Side B? That's too bad.


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: _Data_Drain_ on April 25, 2011, 08:46:25 AM
Regardless of whether or not Up Throw gets more knockback, his grab should have end lag.
All long reach grabs have lag. (Plus if it did, it would make more sense for up throw to have as much knockback as up smash)
Whoa whoa whoa!

Up SMASH!? Dude... That would be an insanely powerful kill throw... The thing I like about up smash is, it has great speed and extremely high knock back, but to balance it out, has a lot of ending lag... Even though the throw would be harder to land... Never the less, it would be safer then up smash, and I don't want that...

If anything, I like up throw the way it is, it works as a set up throw, it can lead into up tilt, up air, and in some cases back air...

And Wolfric? Nice video, I noticed that off the ledge AAA... I just forgot to say anything about it. XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: DivineOverlord on April 25, 2011, 08:50:14 AM
Alright, perhaps I thought it was coming out faster 'cause I was getting used to the one before. XD

I'll upload a 40 seconds video showing a few little problems for a future final update, and showing this fire thing... To see if it's only me getting it. xD

[url]http://www.youtube.com/watch?v=zLhHpZtSlxg[/url]


oh so its in the B special that has the small graphic in the wrong place. I though you were saying the Down Special.

wait so the landing glitch is still there for the latest version of 2.9?  It's hard to fix that for everyone since it works perfectly for me.  I think its because I edited the landing animations. I'll put them back to regular marth's landing and see if that fixes it.




Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: Tasty Pumpkin Clock on April 25, 2011, 08:50:38 AM
Whoa whoa whoa!

Up SMASH!? Dude... That would be an insanely powerful kill throw... The thing I like about up smash is, it has great speed and extremely high knock back, but to balance it out, has a lot of ending lag... Even though the throw would be harder to land... Never the less, it would be safer then up smash, and I don't want that...

If anything, I like up throw the way it is, it works as a set up throw, it can lead into up tilt, up air, and in some cases back air...

And Wolfric? Nice video, I noticed that off the ledge AAA... I just forgot to say anything about it. XD

Okay not up smash then. But it needs more still.
Like I said I can never connect it to an aerial attack.



Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: Albafika on April 25, 2011, 08:52:22 AM
oh so its in the B special that has the small graphic in the wrong place. I though you were saying the Down Special.

wait so the landing glitch is still there for the latest version of 2.9?  It's hard to fix that for everyone since it works perfectly for me.  I think its because I edited the landing animations. I'll put them back to regular marth's landing and see if that fixes it.




Oh yeah, the circle is still appearing, I didn't notice this time. XD

Okay not up smash then. But it needs more still.
Like I said I can never connect it to an aerial attack.



It COULD get a little more knockback, but only a minimum, in my opinion. (Also, remember AoD, it's not a true combo the Uthrow to Uair, so it's not like it should actually connect, at this moment it's working like with everyone or most's uthrows, just throwing up without killing for a POSSIBLE approach)


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: _Data_Drain_ on April 25, 2011, 08:55:42 AM
Okay not up smash then. But it needs more still.
Like I said I can never connect it to an aerial attack.
Well, I feel it shouldn't be a kill throw, Sephiroth himself in AC:Complete used it as a way to get Cloud in the air, then proceed to kick the ever loving crap out of him.

Also, up air can be used to kinda stop air dodges from the foes, since it's a multi hitter, this makes it hard to dodge...


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: Albafika on April 25, 2011, 08:57:28 AM
Well, I feel it shouldn't be a kill throw, Sephiroth himself in AC:Complete used it as a way to get Cloud in the air, then proceed to kick the ever loving crap out of him.

Also, up air can be used to kinda stop air dodges from the foes, since it's a multi hitter, this makes it hard to dodge...

That is exactly what I said before

Up Throw with more knockback? I think it's fine the way it is now, Sephiroth, either, didn't throw Cloud that high, he just threw him up to slash him with Uair on AC, and here it's working its purpose.

And:

Also, up air can be used to kinda stop air dodges from the foes, since it's a multi hitter, this makes it hard to dodge...

My exact thoughts.

me and Data think alike. lol


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: Tasty Pumpkin Clock on April 25, 2011, 08:58:39 AM
Did I say it should be a kill move somewhere? I hope not.

Also remember that a little more then a little more should be allowed considering the grab lag.


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: DivineOverlord on April 25, 2011, 08:59:02 AM
anyone know what subaction number is the off the ledge wait is?


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: Albafika on April 25, 2011, 09:01:15 AM
anyone know what subaction number is the off the ledge wait is?

I THINK I remember messing with it... Let me check.

EDIT: Nope, I've not messed with this one and can't find it, sorry.

Did I say it should be a kill move somewhere? I hope not.

Also remember that a little more then a little more should be allowed considering the grab lag.

Plus I think Up Throw needs way more knock back. I've been thinking that since like... Sephiroth first came out! It should be super low damage and super high distance.
It should be a kill move actually. Wouldn't be op either if the grab had lag.


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: _Data_Drain_ on April 25, 2011, 09:07:39 AM
Oh! I need to add something, Aaf said awhile back that the game freezes when pushing A and B together while walking forward... This glitch is still present in this version, so you can make the game freeze on command... This should be fixed, but, I'm not sure what causes it...

Also, forward air might need a bit of landing lag, it's an amazing spacing tool, and is hard to punish, I feel a bit of landing lag should fix that.


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: Albafika on April 25, 2011, 09:09:44 AM
Oh! I need to add something, Aaf said awhile back that the game freezes when pushing A and B together while walking forward... This glitch is still present in this version, so you can make the game freeze on command... This should be fixed, but, I'm not sure what causes it...

Also, forward air might need a bit of landing lag, it's an amazing spacing tool, and is hard to punish, I feel a bit of landing lag should fix that.

That, or just be able to only do one Fair when shorthopping.

EDIT: Data, you froze mah game. ;_;


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: _Data_Drain_ on April 25, 2011, 09:16:16 AM
That, or just be able to only do one Fair when shorthopping.

EDIT: Data, you froze mah game. ;_;
I told you it would freeze. :P

But yeah, this NEEDS to be fixed, big time, since... I can picture it now...

Player one: Oh yeah! I'm winning!

Player Two (who's playing as Sephiroth): **** this **** (Does the freezing glitch, or as I like to call it, RAGE QUIT!)


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: DivineOverlord on April 25, 2011, 09:21:07 AM
I told you it would freeze. :P

But yeah, this NEEDS to be fixed, big time, since... I can picture it now...

Player one: Oh yeah! I'm winning!

Player Two (who's playing as Sephiroth) **** this **** (Does the freezing glitch, or as I like to call it, RAGE QUIT!)

so if you do one jump and attack forward in the air. the game freezes?


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: Albafika on April 25, 2011, 09:25:06 AM
so if you do one jump and attack forward in the air. the game freezes?

Lol no, we're talking about pushing A and B together while walking.


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: _Data_Drain_ on April 25, 2011, 09:25:49 AM
so if you do one jump and attack forward in the air. the game freezes?
No, forward air is fine I believe other then needing a bit of lag.

I mean when you walk forward, while walking forward, you hold A and B buttons, if you do that... The game freezes.


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: OmegaMalkior on April 25, 2011, 09:32:39 AM
Hmmm... Is A+B freeze happen with Marth too?
I use Seph over Yoshi and I thought that glitch was because of the port.


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: _Data_Drain_ on April 25, 2011, 09:33:36 AM
Hmmm... Is A+B freeze happen with Marth too?
I use Seph over Yoshi and I thought that glitch was because of the port.
Yeah, I have Sephiroth over Marth, it indeed freezes with Sephiroth over Marth as well.


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: Albafika on April 25, 2011, 09:36:47 AM
A little thing I'd like to have changed:

AAA hits behind Sephiroth, it'd be better if it only hit in front of him.


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: Tasty Pumpkin Clock on April 25, 2011, 09:37:41 AM
Why don't you want attacks to hit behind him? I mean it's a long ass sword. When you swing it, it's gonna go behind you.


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: Hollow on April 25, 2011, 09:38:29 AM
The freezing glitch hapens because DO makes it possible to interrupt the Meteor charging, and any charging attack for that matter, by pressing A. Don't know why he does this, but that's why it freezes, because you interrupt the meteor as soon as you start it, and the game doesn't know what happened.


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: _Data_Drain_ on April 25, 2011, 09:41:12 AM
The freezing glitch hapens because DO makes it possible to interrupt the Meteor charging, and any charging attack for that matter, by pressing A. Don't know why he does this, but that's why it freezes, because you interrupt the meteor as soon as you start it, and the game doesn't know what happened.
I see... You know? That might kill two birds with one stone, I always disliked how he can cancel the charging animation of the B button attacks... Since I think you should be stuck with it, even if the situation looks bad...


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: Albafika on April 25, 2011, 09:41:54 AM
Why don't you want attacks to hit behind him? I mean it's a long ass sword. When you swing it, it's gonna go behind you.

To make it balanced, for the same reason Snake's Fsmash hits the floor instead of going horizontal and kicking everyone's @ss, among other reasons.

I see... You know? That might kill two birds with one stone, I always disliked how he can cancel the charging animation of the B button attacks... Since I think you should be stuck with it, even if the situation looks bad...

Agreed.


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: Hollow on April 25, 2011, 09:42:25 AM
I see... You know? That might kill two birds with one stone, I always disliked how he can cancel the charging animation of the B button attacks... Since I think you should be stuck with it, even if the situation looks bad...
I figured it out a while ago, but I forgot about it, and I just remembered now. I could do a quick fix.


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: _Data_Drain_ on April 25, 2011, 09:46:39 AM
I figured it out a while ago, but I forgot about it, and I just remembered now. I could do a quick fix.
Do it, this would not only balance him further, it would also fix that freezing glitch.


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: DivineOverlord on April 25, 2011, 09:48:19 AM
The freezing glitch hapens because DO makes it possible to interrupt the Meteor charging, and any charging attack for that matter, by pressing A. Don't know why he does this, but that's why it freezes, because you interrupt the meteor as soon as you start it, and the game doesn't know what happened.

You are 100% correct. I'll fix that when I get home from school

EDIT: you want to fix it hollow?

lol nevermind, it's just deleting 4 codes.

Its fixed on my side


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: Hollow on April 25, 2011, 09:56:03 AM
Oh, you got it? Alright.


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: DivineOverlord on April 25, 2011, 10:03:13 AM
Oh, you got it? Alright.


yup just got done replacing the main file. I won't be able to do anymore updates till the weekend. Feel free to fix things up if you find any glitches Hollow. oh But I know your busy with school so that should come first  :)





Hey Wolfric,

I was doing some testing and the attack AAA happening from standing on a ledge doesn't happen to me like it dos for you on the video http://www.youtube.com/watch?v=zLhHpZtSlxg

but the graphic is there on my side.


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: Albafika on April 25, 2011, 10:08:00 AM
yup just got done replacing the main file. I won't be able to do anymore updates till the weekend. Feel free to fix things up if you find any glitches Hollow. oh But I know your busy with school so that should come first  :)

You uploaded the fix? 'Cause the new updated file is still freezing when doing A+B while walking.


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: DivineOverlord on April 25, 2011, 10:09:34 AM
You uploaded the fix? 'Cause the new updated file is still freezing when doing A+B while walking.

yeah I did. It doesn't freeze for me. I took out the code that allows you to interrupt by pressing the A button while casting B special.....B special is no longer cancel-able.


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: _Data_Drain_ on April 25, 2011, 10:13:03 AM
yeah I did. It doesn't freeze for me. I took out the code that allows you to interrupt by pressing the A button while casting B special.....B special is no longer cancel-able.
Hm... I'll test this later, and see if it freezes for me, Hollow can also test it...

By the way... It's fun porting random textures on Sephiroth, I ported Vergil's coat texture on Sephiroth... It looks really cool. :P


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: DivineOverlord on April 25, 2011, 10:14:55 AM
Hm... I'll test this later, and see if it freezes for me, Hollow can also test it...

By the way... It's fun porting random textures on Sephiroth, I ported Vergil's coat texture on Sephiroth... It looks really cool. :P

Oh yeah? I'll try that out too with textures......oh yeah, forgot to mention, I use the numchuck so it would be buttion 1+2 while walking and it doesnt freeze, he just uses his forward smash.


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: Albafika on April 25, 2011, 10:18:31 AM
Oh yeah? I'll try that out too with textures......oh yeah, forgot to mention, I use the numchuck so it would be buttion 1+2 while walking and it doesnt freeze, he just uses his forward smash.

Froze again for me when pshing A+B at the same time while walking. XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: DivineOverlord on April 25, 2011, 10:19:41 AM
Froze again for me when pshing A+B at the same time while walking. XD

Really? that's strange.


Hey Hollow, Does this happen to you too?




Title: ­
Post by: ssbbtailsfan on April 25, 2011, 10:26:03 AM
­


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: Hollow on April 25, 2011, 10:26:22 AM
Really? that's strange.


Hey Hollow, Does this happen to you too?



I'll try it out in a sec. It should work fine.


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: _Data_Drain_ on April 25, 2011, 10:27:23 AM
Oh yeah? I'll try that out too with textures......oh yeah, forgot to mention, I use the numchuck so it would be buttion 1+2 while walking and it doesnt freeze, he just uses his forward smash.

Also, for best results, put Sephiroth's face texture on there, replacing whatever face texture was there before...

Also...
(http://i956.photobucket.com/albums/ae41/_Data_Drain_/al_110425_0514binout.jpg)(http://i956.photobucket.com/albums/ae41/_Data_Drain_/al_110425_05132binout.jpg)(http://i956.photobucket.com/albums/ae41/_Data_Drain_/al_110425_05131binout.jpg)
You have to admit, that looks pretty cool. :P


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: DivineOverlord on April 25, 2011, 10:29:20 AM
o_o that does look cool. you should release it!!!


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: _Data_Drain_ on April 25, 2011, 10:30:15 AM
o_o that does look cool. you should release it!!!
Haha... Well... It's a simple port really, it's just BY's Vergil's coat on Sephiroth... I would have to ask them first.


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: DivineOverlord on April 25, 2011, 10:31:47 AM
Haha... Well... It's a simple port really, it's just BY's Vergil's coat on Sephiroth... I would have to ask them first.

yuup.......oh I found out why it freezes. I forgot to take out the code from his SIDE B special as well. hold up I'll fix it and upload it.


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: Hollow on April 25, 2011, 10:36:04 AM
Ah, feels good to get the old SD card out again after months of playing normal brawl.


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: _Data_Drain_ on April 25, 2011, 10:38:08 AM
On another random note... If you want to see something scary...

(http://i956.photobucket.com/albums/ae41/_Data_Drain_/Untested.png)
I haven't tested this in game yet...


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: Hollow on April 25, 2011, 10:38:53 AM
yuup.......oh I found out why it freezes. I forgot to take out the code from his SIDE B special as well. hold up I'll fix it and upload it.
You forgot DownB as well. I just fixed it too. XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: Tasty Pumpkin Clock on April 25, 2011, 10:39:08 AM
On another random note... If you want to see something scary...

([url]http://i956.photobucket.com/albums/ae41/_Data_Drain_/Untested.png[/url])
I haven't tested this in game yet...


LOOOOOOOOL


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: DivineOverlord on April 25, 2011, 10:45:10 AM
You forgot DownB as well. I just fixed it too. XD

Thanks I almost forgot about that. Now the main file is fixed. XD

LOOOOOOOOL

Oh Daym!!!! could you PM me that texture please? :af:


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: Hollow on April 25, 2011, 10:46:17 AM
On another random note... If you want to see something scary...

([url]http://i956.photobucket.com/albums/ae41/_Data_Drain_/Untested.png[/url])
I haven't tested this in game yet...

Hm....
*texture time*


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS
Post by: Albafika on April 25, 2011, 10:46:32 AM
(http://i68.photobucket.com/albums/i6/X-Cloud/Dibujo-1.jpg)

XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk glitch fixed
Post by: DivineOverlord on April 25, 2011, 10:47:19 AM
([url]http://i68.photobucket.com/albums/i6/X-Cloud/Dibujo-1.jpg[/url])

XD






Holly crap, you guys are making awesome textures for sephy!!!


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk glitch fixed
Post by: Hollow on April 25, 2011, 10:52:44 AM
Meh, Byakuya doesn't look too good over him. And I don't want to upload a photo for it.


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk glitch fixed
Post by: _Data_Drain_ on April 25, 2011, 10:58:07 AM
Okay, more Kefkaroth.
(http://i956.photobucket.com/albums/ae41/_Data_Drain_/al_110425_1315binout.jpg)(http://i956.photobucket.com/albums/ae41/_Data_Drain_/al_110425_1316binout.jpg)(http://i956.photobucket.com/albums/ae41/_Data_Drain_/al_110425_1317binout.jpg)(http://i956.photobucket.com/albums/ae41/_Data_Drain_/al_110425_13171binout.jpg)
Also, I think that freezing glitch is resolved.


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk glitch fixed
Post by: Albafika on April 25, 2011, 11:01:42 AM
I want to have that one, Data. D: Upload it plz! If anybody want mine, it's uploaded already, just let me know to message you the link.


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk glitch fixed
Post by: _Data_Drain_ on April 25, 2011, 11:03:52 AM
Here.
http://www.mediafire.com/?w7k1qazm99idvzm
I hope you all enjoy. :P

I figure this is the best way to upload this... It's not in the vault, so this should be fair.


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk glitch fixed
Post by: Tasty Pumpkin Clock on April 25, 2011, 11:04:02 AM
XD Kefkaroth.


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk glitch fixed
Post by: Albafika on April 25, 2011, 11:04:55 AM
Here's Aeon Sephy:

http://www.mediafire.com/?olyrpkmrlajjeea


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk glitch fixed
Post by: _Data_Drain_ on April 25, 2011, 11:42:08 AM
Here's some in game pictures of Aeon Sephiroth.
(http://i956.photobucket.com/albums/ae41/_Data_Drain_/al_110425_14021binout.jpg)
(http://i956.photobucket.com/albums/ae41/_Data_Drain_/al_110425_14022binout.jpg)
I'll see what he looks like with the Vergil Sephiroth model in a little bit.

Edit:
Okay, just tested that.
(http://i956.photobucket.com/albums/ae41/_Data_Drain_/al_110425_1408binout.jpg)(http://i956.photobucket.com/albums/ae41/_Data_Drain_/al_110425_14081binout.jpg)(http://i956.photobucket.com/albums/ae41/_Data_Drain_/al_110425_1409binout.jpg)(http://i956.photobucket.com/albums/ae41/_Data_Drain_/al_110425_14091binout.jpg)
I'll be keeping this.




Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk glitch fixed
Post by: Albafika on April 25, 2011, 11:51:04 AM
I want that! XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk glitch fixed
Post by: _Data_Drain_ on April 25, 2011, 11:53:51 AM
I want that! XD

Okay, here you go.
http://www.mediafire.com/?tlr19cj5aghtc96


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk glitch fixed
Post by: Tasty Pumpkin Clock on April 25, 2011, 12:42:23 PM
 :af2:

The sound pack is awesome! Except whoever made it.... you left one of Marth's voices in. When you have a beam sword one of the attacks brings up Marth's voice.

If Divine is able to re-arrange where certain voices go then you should also put in him saying "Heartless Angel" for (obviously) Heartless Angel and "I'll fall into the shadows" for when he's k.o.'d into the sky.
And there's a few others that can be used accordingly.
EDIT: I see he does say I'll fall into the shadows. : D

Personally I also think you should take the laugh out. It sounds... off.


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk glitch fixed
Post by: _Data_Drain_ on April 25, 2011, 01:03:37 PM
Okay, one more set of ports...

Army Sephiroth.
(http://i956.photobucket.com/albums/ae41/_Data_Drain_/al_110425_15161binout.jpg)(http://i956.photobucket.com/albums/ae41/_Data_Drain_/al_110425_1516binout.jpg)(http://i956.photobucket.com/albums/ae41/_Data_Drain_/al_110425_1517binout.jpg)

Solid Sephiroth?
(http://i956.photobucket.com/albums/ae41/_Data_Drain_/al_110425_1519binout.jpg)(http://i956.photobucket.com/albums/ae41/_Data_Drain_/al_110425_15191binout.jpg)(http://i956.photobucket.com/albums/ae41/_Data_Drain_/al_110425_1522binout.jpg)

...And that's all I'll do. :P

Now back to feedback when I find something to post about...

Edit:
Eh, might as well put all those textures in a pack.
http://www.mediafire.com/?36s4mpzu5zptiyq


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk glitch fixed
Post by: Albafika on April 25, 2011, 03:03:28 PM
AAA combo needs more knockback on last hit, it technically doens't have knockback at all (I'm asuming this 'cause it didn't really push Cloud on 50% far enough, he came and hit me again before I could get on position to move again)


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk glitch fixed
Post by: Hackingstar on April 25, 2011, 03:57:35 PM
:af2:

The sound pack is awesome! Except whoever made it.... you left one of Marth's voices in. When you have a beam sword one of the attacks brings up Marth's voice.

If Divine is able to re-arrange where certain voices go then you should also put in him saying "Heartless Angel" for (obviously) Heartless Angel and "I'll fall into the shadows" for when he's k.o.'d into the sky.
And there's a few others that can be used accordingly.
EDIT: I see he does say I'll fall into the shadows. : D

Personally I also think you should take the laugh out. It sounds... off.

Fixed the marth voice left and sorry about the laugh in one of his victories. since divine made that victory pose...its the best voice i could fit with it...yeah..sorry.

EDIT: will upload fixes eventually.


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk glitch fixed
Post by: xZedkiel on April 25, 2011, 04:00:12 PM
This is gonna make me get rid of R.O.B lol, sucks that I'm gonna have to lose my Robotic Operating Buddy for Marth.. But, gotta has Sephy ^_^


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk glitch fixed
Post by: OmegaMalkior on April 25, 2011, 04:56:15 PM
How about putting him over ness then?


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk glitch fixed
Post by: DivineOverlord on April 25, 2011, 05:08:18 PM
Fixed the marth voice left and sorry about the laugh in one of his victories. since divine made that victory pose...its the best voice i could fit with it...yeah..sorry.

EDIT: will upload fixes eventually.

your able to sfx hack?




Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk glitch fixed
Post by: Hackingstar on April 25, 2011, 05:10:18 PM
your able to sfx hack?




it's quite obvious isn't it? lol sorry i mean yes.


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk glitch fixed
Post by: xZedkiel on April 25, 2011, 05:11:38 PM
How about putting him over ness then?
Eternal's MegaMan. Dry Bones vertex on Yoshi.


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk glitch fixed
Post by: OmegaMalkior on April 25, 2011, 05:47:20 PM
Funny how almost every person that has ever posted here is in collaboration with Sephiroth except Zedkiel an me


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk glitch fixed
Post by: Lythro on April 25, 2011, 05:49:31 PM
Woooah, this place is starting to look pretty busy pretty fast!

More Sephiroth textures would be cool. We never had many good ones sides the regular one.

I'm tempted to try texture modding myself... I can use photoshop afterall. And it always makes me feel guilty to see Hollow and DO edit PSAs while I'm just saying the odd suggestion :C


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk glitch fixed
Post by: OmegaMalkior on April 25, 2011, 05:56:42 PM
Glitch Update:

Sephiroth stays stuck after using Side-B in Air and landing while still using the attack. Only way to get out is to get hit.


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk glitch fixed
Post by: DivineOverlord on April 25, 2011, 06:33:53 PM
Glitch Update:

Sephiroth stays stuck after using Side-B in Air and landing while still using the attack. Only way to get out is to get hit.

Are you certain? I'm playing as him right now and it's not getting stuck when I use it..




In other regards,

I have replaced the main file - UP B Landing Glitch is now FIXED XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: OmegaMalkior on April 25, 2011, 06:39:01 PM
He's doing the attack in the air and approuching the ground... he lands on ground while still performing the attack... he finishes attack on land... he is paralyzed there and I can only move after someone hits me.


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: DivineOverlord on April 25, 2011, 06:40:25 PM
Marvelous!!
Also, I don't get stuck in air after doing Side-B, are you using the latest moveset and motion.pac Omega?

oh good.

He's doing the attack in the air and approuching the ground... he lands on ground while still performing the attack... he finishes attack on land... he is paralyzed there and I can only move after someone hits me.

I think you may be using an old version of sephiroth. Both the motion file and Pac file have been updated a few minutes ago.


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: Albafika on April 25, 2011, 06:47:44 PM
I'm back, should I test the new update on Brawl Vault or the Motion you PM'ed me?


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: DivineOverlord on April 25, 2011, 06:51:03 PM
The motion you PMed Divine is not in the Vault yet, should I release it with the update on the ports?

It is in the vault. I re-uploaded Sephiroth version 2.9 main zip file that now contains the fixed motion file.

you have my permission to update the ports though ;D


oh at Wolfric, ssbbtailsfan tested it out and it works XD. let me know if it works for you too lol


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: Albafika on April 25, 2011, 06:52:15 PM
It is in the vault. I re-uploaded Sephiroth version 2.9 main zip file that now contains the fixed motion file.

you have my permission to update the ports though ;D

Alright, I'm going to go test. =P


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: DivineOverlord on April 25, 2011, 06:57:55 PM
Sweet, I'll get to it right away!
Also, I'm going to add the new collabs if that's okay with you all, since if it wasn't for your feedback, the moveset wouldn't be what is is today.  ;)

Alright sounds good ;D....lol yeah, if I didn't got any feedback from the beginning, I would've stopped at version 1.0 XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: DivineOverlord on April 25, 2011, 07:16:54 PM
Thanks to everyone, that didn't happen lol.

Also, Divine, I redownloaded the main file at the Vault - a small problem.

The Motion.pac you sent me was last modifed at 8:00:42 pm
The one still in the vault has 5:26:50pm

This means I still have the newer one lol I'm going to put that one in the port downloads.

The one in the vault is the latest one. I double checked it and its correct. I also fixed the forward grab in the latest one so that he doesnt throw them forward too far. So you should use the one I have already in the vault.


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: Hollow on April 25, 2011, 07:45:38 PM
I just tested the new one in game, and I have to say that it's awesome so far. Haven't seen any glitches yet, and I'll go test out the places where glitches could possibly happen. (ledges, cliffs, odd stages, etc)

Also, we need to make the PSA playable in SSE, so I could go use that method that EternalYoshi has for making them playable.


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: DivineOverlord on April 25, 2011, 07:57:58 PM
I just tested the new one in game, and I have to say that it's awesome so far. Haven't seen any glitches yet, and I'll go test out the places where glitches could possibly happen. (ledges, cliffs, odd stages, etc)

Also, we need to make the PSA playable in SSE, so I could go use that method that EternalYoshi has for making them playable.


WHEW!!! I JUST GOT DONE UPDATING THE MAIN PAGE OF THIS TOPIC. ITS A LOT CLEANER AND BETTER LOOKING NOW ;D


Whats SSE?


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: Albafika on April 25, 2011, 08:04:13 PM
Subspace Emmisary, and I remember I used Sephiroth on it, before. o.o

Edit: I LOVE the Kefkaroth image on the Main Page. XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: Hollow on April 25, 2011, 08:06:40 PM
Subspace Emissary.

Anyway, I just did it, so I'll upload it. (How many is that, now?)

Aaaaaaand done.


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: DivineOverlord on April 25, 2011, 08:08:07 PM
Subspace Emmisary, and I remember I used Sephiroth on it, before. o.o

Edit: I LOVE the Kefkaroth image on the Main Page. XD

oh Hollow, it is playable in SSE. I was just playing it a few mins ago. So no need to do any further work on that. I have already verified that it works in SSE and I fixed the glitch Data_Drain found.



we need to focus on whats not done.

Down Taunt
Attack air N
Attack Air B
among other things lol


lol yeah, Kefkaroth is soo evil looking lol


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: Hollow on April 25, 2011, 08:09:37 PM
oh Hollow, it is playable in SSE. I was just playing it a few mins ago. So no need to do any further work on that. I have already verified that it works in SSE and I fixed the glitch Data_Drain found.



we need to focus on whats not done.

Down Taunt
Attack air N
Attack Air B
among other things lol


lol yeah, Kefkaroth is soo evil looking lol
Ah, well, now all the attributes are adapted to SSE, which means there is more gravity and slower running, so it makes more sense.


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: DivineOverlord on April 25, 2011, 08:14:01 PM
Ah, well, now all the attributes are adapted to SSE, which means there is more gravity and slower running, so it makes more sense.

lol what did you do besides that? I noticed the file size of the zip file went down by .28kb


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: Albafika on April 25, 2011, 08:14:23 PM
Hollow, think you can fix the Pummel thing and the Up B issue?


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: DivineOverlord on April 25, 2011, 08:16:08 PM
Hollow, think you can fix the Pummel thing and the Up B issue?

Up B was already fixed in the lastest motion right?


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: Albafika on April 25, 2011, 08:16:52 PM
Up B was already fixed in the lastest motion right?

 The circle thing, yes, but the "telepoting down" thing, nope. xD


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: Hollow on April 25, 2011, 08:18:41 PM
I have to go to bed guys. Can't do anything else today. \o/ Night guys.


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: DivineOverlord on April 25, 2011, 08:21:25 PM
The circle thing, yes, but the "telepoting down" thing, nope. xD

Oh I see. We'll that sucks. It'll be impossible for me to fix it then since it works perfect for me and ssbbtailsfan. I really don't know what's causing the telporting for you. so yeah, I'll leave that up to Hollow or BBB to fix when he has time.


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: DivineOverlord on April 25, 2011, 08:23:08 PM
The teleporting glitch shouldn't be there anymore, it worked for me at least.

Also, does this look good everyone?
[url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=17994[/url]

[url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=17960[/url]
Is there anything I'm missing (credit or collab wise?)


Yup that looks good, everyone is there.


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: Albafika on April 25, 2011, 08:24:00 PM
Oh I see. We'll that sucks. It'll be impossible for me to fix it then since it works perfect for me and ssbbtailsfan. I really don't know what's causing the telporting for you. so yeah, I'll leave that up to Hollow or BBB to fix when he has time.


Try down it as soon as you're about to start going down after the jump. That's when it happens to me. lol

The teleporting glitch shouldn't be there anymore, it worked for me at least.

Also, does this look good everyone?
[url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=17994[/url]

[url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=17960[/url]
Is there anything I'm missing (credit or collab wise?)


Really? But it stills happens to me...


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: DivineOverlord on April 25, 2011, 08:27:14 PM
Try down it as soon as you're about to start going down after the jump. That's when it happens to me. lol

Really? But it stills happens to me...

oh I know. if you make a short video that shows it, maybe I'll be able to fix it.


well talk to you guys later. Gonna get off my pc lol


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: Albafika on April 25, 2011, 08:29:42 PM
oh I know. if you make a short video that shows it, maybe I'll be able to fix it.


well talk to you guys later. Gonna get off my pc lol

Alright, it'll be up in a sec.


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: Albafika on April 25, 2011, 08:55:57 PM
Did you try the Motion.pac Divine sent you? See if it'll work with that.


He said he double-checked, so I haven't. Although, I do think he did mean he fixed the circle thing appearing, not this...

Video is uploading. lol

EDIT: http://www.youtube.com/watch?v=U4EdX_PHSmI


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: DivineOverlord on April 25, 2011, 09:09:13 PM
He said he double-checked, so I haven't. Although, I do think he did mean he fixed the circle thing appearing, not this...

Video is uploading. lol

EDIT: [url]http://www.youtube.com/watch?v=U4EdX_PHSmI[/url]


is that sephiroth version 2.9?

Hmm so he just teleports a bit up and down but it doesnt happen all the time?


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: Albafika on April 25, 2011, 09:10:09 PM
is that sephiroth version 2.9?

Hmm so he just teleports a bit up and down but it doesnt happen all the time?

Yes, it is, and it happens if you time it properly. XD Like, right before you start going down after a jump (first jump or second jump, both have this happen)


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: _Data_Drain_ on April 25, 2011, 10:21:04 PM
He said he double-checked, so I haven't. Although, I do think he did mean he fixed the circle thing appearing, not this...

Video is uploading. lol

EDIT: [url]http://www.youtube.com/watch?v=U4EdX_PHSmI[/url]

Hm... I wonder if that's fixable?

And if not... I wonder if there's a way to make use of it? Like an advanced tactic?

Anyway, I'm gonna test this new one ready for SSE. :P

Edit:

Okay, I still stand by what I said earlier, forward air needs more end lag, so you can't just spam it, and... Maybe forward tilt if it misses should have more end lag too? I feel like those two together make an impenetrable defense... So they both need more end lag, so the opponent has a chance to get to Sephiroth if he messes up in using those moves... Again though, keep the second hit on forward tilt the way it is, just the first hit if it doesn't connect.

And Hell's Gate needs more start up, and end lag as well, as it is, it's his fastest, and safest kill move, and it does 20% if both hits connect, that's a lot for something so easy to abuse.


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: Albafika on April 26, 2011, 07:52:55 AM
Hm... I wonder if that's fixable?

And if not... I wonder if there's a way to make use of it? Like an advanced tactic?

Anyway, I'm gonna test this new one ready for SSE. :P

Edit:

Okay, I still stand by what I said earlier, forward air needs more end lag, so you can't just spam it, and... Maybe forward tilt if it misses should have more end lag too? I feel like those two together make an impenetrable defense... So they both need more end lag, so the opponent has a chance to get to Sephiroth if he messes up in using those moves... Again though, keep the second hit on forward tilt the way it is, just the first hit if it doesn't connect.

And Hell's Gate needs more start up, and end lag as well, as it is, it's his fastest, and safest kill move, and it does 20% if both hits connect, that's a lot for something so easy to abuse.

I'd say keep Ftilt the way it is, it technically is the only fast attack at this moment, other than Fair, everyother attack has just too much lagg. =P


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: _Data_Drain_ on April 26, 2011, 08:09:30 AM
I'd say keep Ftilt the way it is, it technically is the only fast attack at this moment, other than Fair, everyother attack has just too much lagg. =P
Hm... True... It kinda is an okay "GTFO" move, so I guess he would need one at least to keep his "punish mistakes your foe makes" playstyle useful.

Also... I kinda wonder if AAA could use a bit more knock back? It's... Kinda useless in a way, since you can be punished for using it, even at the very edge of the sword... Although, off stage it's a bit more useful, since your foe has a harder time punishing it.


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: DivineOverlord on April 26, 2011, 08:14:26 AM
so what will be applied next:

-end lag on hells gate - I can't put a start up lag because then he'll start falling while starting up.

- Air F end lag

- AAA - last hit has more knock back....should we keep the same end lag on it?


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: Puraidou on April 26, 2011, 08:18:49 AM
Geez @_@" 50 pages of feedback and such, this has to be perfect soon xD
Though for us OP/OG lovers, you will make one next to the Balanced one right?
(http://i20.photobucket.com/albums/b243/FallenJrBlue/funny/Awesome%20Smiley/12048219254731.png)


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: DivineOverlord on April 26, 2011, 08:24:05 AM
Geez @_@" 50 pages of feedback and such, this has to be perfect soon xD
Though for us OP/OG lovers, you will make one next to the Balanced one right?
([url]http://i20.photobucket.com/albums/b243/FallenJrBlue/funny/Awesome%20Smiley/12048219254731.png[/url])


lol yea

-----------------------------
Oh I added the download link of the special textures for sephy to the main page  ;D


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: Albafika on April 26, 2011, 08:24:30 AM
Hm... True... It kinda is an okay "GTFO" move, so I guess he would need one at least to keep his "punish mistakes your foe makes" playstyle useful.

Also... I kinda wonder if AAA could use a bit more knock back? It's... Kinda useless in a way, since you can be punished for using it, even at the very edge of the sword... Although, off stage it's a bit more useful, since your foe has a harder time punishing it.

Yeah, I mentioned this of the AAA, and Divine, just enough lag to Fair as to not be able to use it twice before during a short hop. That should be enough in my opinion.


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: _Data_Drain_ on April 26, 2011, 08:43:39 AM
so what will be applied next:

-end lag on hells gate - I can't put a start up lag because then he'll start falling while starting up.

- Air F end lag

- AAA - last hit has more knock back....should we keep the same end lag on it?
Hm... So there's no way to have him go upward without a hitbox at first before doing the attack? Hm... Also, on a random note, I've seen CPU tech hit the move, I guess if you time it right, you can avoid getting killed by it... But the tech window is small, so I guess that's a fair con to the move.

Yeah, I mentioned this of the AAA, and Divine, just enough lag to Fair as to not be able to use it twice before during a short hop. That should be enough in my opinion.
That sounds like a good amount of end lag right there.


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: Tasty Pumpkin Clock on April 26, 2011, 11:22:43 AM
(http://i705.photobucket.com/albums/ww54/DoomedToSmile/1-5.png)

(http://i705.photobucket.com/albums/ww54/DoomedToSmile/RSBE01-14-2.png)
Nobody thought of this?

http://www.mediafire.com/?5muhxa8u8md5ug5


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: OmegaMalkior on April 26, 2011, 12:14:41 PM
TOO EPIC


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: Tasty Pumpkin Clock on April 26, 2011, 12:58:30 PM
There's the download. I'll put it on the original post as well.
http://www.mediafire.com/?5muhxa8u8md5ug5


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: OmegaMalkior on April 26, 2011, 02:04:58 PM
Hmmm... the Sephiroth OG V2.9 for me still has the Up B transportation glitch and yet A+B doesn't freeze the game ._.


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: Albafika on April 26, 2011, 02:18:46 PM
Hmmm... the Sephiroth OG V2.9 for me still has the Up B transportation glitch and yet A+B doesn't freeze the game ._.

The Up B transportation glitch hasn't been fixed, he was referring to another Up B glitch on his update.

And A+B was fixed, already.


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: Albafika on April 26, 2011, 02:28:59 PM
Whoa, I never experienced that >.< It was more to that circle thing, but ya it's gone now.
I wonder if this is fixable, perhaps Divine you could change the Up B similar to Pit's or reducing loops from the animation? (The game maybe thinks it's doing too different commands at once?) Then again, I have no idea what I'm talking about, just throwing ideas out there lol

I THINK it could be a Motion problem? I dunno, really, but I've had problems similar to this one when changing an animation placement. xD


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: Tasty Pumpkin Clock on April 26, 2011, 02:34:07 PM
BTW someone recolored Captains Falcon Punch so would it somehow be possible to recolor pits feathers? I think you know where I'm going with this...


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: Albafika on April 26, 2011, 02:36:24 PM
BTW someone recolored Captains Falcon Punch so would it somehow be possible to recolor pits feathers? I think you know where I'm going with this...

I THINK that'd affect Pit Motion as well, though.


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: Albafika on April 26, 2011, 02:38:17 PM
Have you tried using the Motion.pac from v2.2? Maybe the animation from an older pac may magically work on the newer one (like that circle thing didn't happen on 2.2) ?

I would, but I lost the link to the old version. xD;


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: DivineOverlord on April 26, 2011, 04:07:29 PM
I THINK that'd affect Pit Motion as well, though.

Its not the motion file causing this and I will not attempt to fix that since its a minor issue that you actually have to try to do, like you did in your video. Its insignificant in my view since you have to actually make the glitch happen. Plus, I can't fix something that works perfectly for me.

@Apprentice Of Death, nice texture. XD


BTW someone recolored Captains Falcon Punch so would it somehow be possible to recolor pits feathers? I think you know where I'm going with this...

That cannot be done, as the feathers do not have a texture that is available to edit. What I did was I used a external graphic editior and switched marth's counter graphic with the feathers. It'll be impossible to edit the color, unfortunately.


oh and at ssbbtailsfan,

The only thing that caused the "circle thing" was the landing animations that I made. This caused marth to aggressively move along the transitions of the x rot and y rot....All I did to fix this was replace the landing animations with the original marth ones.


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: DivineOverlord on April 26, 2011, 05:11:19 PM
Interesting, that would explain how the older motion.pacs worked since it already had the original ones from Marth before you changed them.

yup. I think the main cause for the other issue that wolfric mentioned is because the UP B works by the directional influence, if you press forward that = +1.2 movement forward, downward = -1.2, and so on. if you use it while falling, suddenly, you moving back up gain since Upward motion is being added by 1.2 from falling. I could try to fix it but it's gonna change how UP B works.


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: Tasty Pumpkin Clock on April 26, 2011, 05:46:57 PM
I've started cleaning up some animations. If I upload my fitmotion would it be easy to port the animations over to your fitmotion? If you want it that is.


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: DivineOverlord on April 26, 2011, 05:55:56 PM
I've started cleaning up some animations. If I upload my fitmotion would it be easy to port the animations over to your fitmotion? If you want it that is.

yeah, you can pm it to me and I'll see what you've done.


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: Albafika on April 26, 2011, 06:51:04 PM
I thought it as the Motion 'cause I had "Teleports" like these with my Megaman 1 slot sized mod when moving animations to fit the size. =P


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: Tasty Pumpkin Clock on April 26, 2011, 07:58:39 PM
lol make this his entry animation.

http://www.youtube.com/watch?v=DtZZ12Pvtz4


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: Thundaga_T2 on April 26, 2011, 10:01:09 PM
Hey DO, since you made it so that he sheds Pit's feathers, does he do so even when his wing is not out? It would look kinda weird for him to shed feathers with no wing lol.


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: _Data_Drain_ on April 26, 2011, 10:46:10 PM
lol make this his entry animation.

[url]http://www.youtube.com/watch?v=DtZZ12Pvtz4[/url]

You know... I honestly did think of a use for that animation... Maybe that could be the taunt to bring out the wing? Think about it, it would look good I think, not the getting up part obviously, but his hand movement at 0:30... Well, I think, what do you all think?


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: DivineOverlord on April 26, 2011, 11:11:04 PM
You know... I honestly did think of a use for that animation... Maybe that could be the taunt to bring out the wing? Think about it, it would look good I think, not the getting up part obviously, but his hand movement at 0:30... Well, I think, what do you all think?

ooo nice idea. I'll add that for sure as his wing release taunt.


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: Puraidou on April 27, 2011, 03:22:51 AM
ooo nice idea. I'll add that for sure as his wing release taunt.
Hell yeah! 8D
I'm liking Sephi even more for that xD


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: Tasty Pumpkin Clock on April 27, 2011, 07:18:56 AM
Hey that's a pretty good idea.


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: DivineOverlord on April 27, 2011, 04:22:23 PM
You know... I honestly did think of a use for that animation... Maybe that could be the taunt to bring out the wing? Think about it, it would look good I think, not the getting up part obviously, but his hand movement at 0:30... Well, I think, what do you all think?

Guys, I actually managed to make sephy's entry animation and graphis similar to that xD...you'll get to see it soon hehe


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: Lythro on April 27, 2011, 04:50:52 PM
SWEET.

Both those ideas are pretty bad-ass.


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: Hackingstar on April 27, 2011, 04:54:11 PM
can't wait! XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: Tasty Pumpkin Clock on April 27, 2011, 05:27:24 PM
Great. : D

He releases his wing the same way in Advent Children, I don't remember if it was the original or the directors cut but yeah he does the arm swing thing and the wing flies out.


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: DivineOverlord on April 27, 2011, 06:06:37 PM
Well I'm finished with the entry animation and PSA. It's pretty good....I'll release this this friday.

This only took me about 45 mins to do.


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: Tasty Pumpkin Clock on April 27, 2011, 06:11:08 PM
Why friday? Oh and did you use any of the animations?


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: DivineOverlord on April 27, 2011, 06:26:24 PM
Why friday? Oh and did you use any of the animations?

Oh I looked at the ones you made in brawl box but haven't had a chance to test it out and review them in action. I waiting till friday because I don't want to release with just a few things changed.


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: Hollow on April 27, 2011, 08:07:28 PM
Wait, he sheds feathers?


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: DivineOverlord on April 27, 2011, 08:20:42 PM
Wait, he sheds feathers?


white feathers. lol


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: Thundaga_T2 on April 27, 2011, 08:24:40 PM

white feathers. lol
Does he shed feathers even when his wing isnt out?


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: Tasty Pumpkin Clock on April 27, 2011, 08:55:07 PM
Either way I think it's a bad idea. He might as well be shedding yellow feathers.


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: Master_Ryuk on April 27, 2011, 10:53:15 PM
Isnt it possible to simulate the black feathers with an external gfx editor?
Like sdoom do with his VJ psa?


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: DivineOverlord on April 27, 2011, 11:23:26 PM
Either way I think it's a bad idea. He might as well be shedding yellow feathers.


I never did say I was going to use it....plus, I had to use up the last graphic space for his entry.


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: Tasty Pumpkin Clock on April 28, 2011, 06:51:26 AM
Oh. Well that's perfect then. But if the opportunity ever arises to use black feathers, there's no question. Do it.


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: Xyn on April 28, 2011, 11:38:02 AM
The overpowered version needs to be fixed. His charging attacks(B on the ground and down B) don't have the right timing. When i charge until the maximum he does nothing, just standing there and unable to control for a few seconds. The level 3 attack appears on the second charge, level two on the first charge and level 1 appears when i tip the B button.


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: Lythro on April 28, 2011, 05:38:58 PM
Just mentioning to DO here, whether or not white feather-shedding is going to be in the final version, I think it'd be great to at least include it in the next update so we can see for ourselves how it looks. White contrasts black. It won't "fit" but it'll at least look better than any other random colour. White at least fits in with Sephiroth's overall colour scheme.


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: Tasty Pumpkin Clock on April 28, 2011, 06:20:44 PM
That'll still look really weird. And he can't now anyways so...


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: Lythro on April 29, 2011, 02:57:48 AM
That'll still look really weird. And he can't now anyways so...

Ah, I guess I overlooked that. Oh well, that's a shame :C

obviously it'd be awesome if he shed black feathers. even if that made pit shed black feathers too it'd be worth it lol.


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: _Data_Drain_ on April 29, 2011, 03:15:33 AM
Ah, I guess I overlooked that. Oh well, that's a shame :C

obviously it'd be awesome if he shed black feathers. even if that made pit shed black feathers too it'd be worth it lol.
Heh, true, but I think DO said he used the last graphic effect for the entry, so I don't think Sephiroth can have feather shedding... He uh... Took the time to groom his wing? XD;



Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: Puraidou on April 29, 2011, 03:27:51 AM
He uh... Took the time to groom his wing? XD;
Lol, i'll admit i lol'd hard at that xD
I can totally see him do that XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: _Data_Drain_ on April 29, 2011, 04:40:13 AM
Congratulations, DO, Sephiroth has hit 2000 downloads!

Here's fitting music. :P
http://www.youtube.com/watch?v=xRRWP3UzgmE


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: SiLeNtDo0m on April 29, 2011, 04:57:40 AM
Congratulations, DO, Sephiroth has hit 2000 downloads!

Here's fitting music. :P
[url]http://www.youtube.com/watch?v=xRRWP3UzgmE[/url]


Gratz DO ^^  He beat my Cloud to the 2k mark XD  Mine still has 47 more downloads to go @.@


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: Hollow on April 29, 2011, 05:43:01 AM
If I vertex pits wings so it's only a feather, then we can recolor it black. I can do it later today when I get home.


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: DivineOverlord on April 29, 2011, 08:28:09 AM
here is a preview of the new entry I made....please bear with my wack cell phone video lol

should I edit it more or keep it as is?

http://www.youtube.com/watch?v=MpViUPuHqbw






By the way, does anyone know how to edit a default change action 0 to be the new wait 1 (subaction 0)?
 for some reason, when I made new attack animations, when used in game and the animation ends, marth goes back to regular marth for 1 nanosecond and goes back to the new subaction 0. anyone know how to fix that?


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: Albafika on April 29, 2011, 08:52:30 AM
here is a preview of the new entry I made....please bear with my wack cell phone video lol

should I edit it more or keep it as is?

[url]http://www.youtube.com/watch?v=MpViUPuHqbw[/url]






By the way, does anyone know how to edit a default change action 0 to be the new wait 1 (subaction 0)?
 for some reason, when I made new attack animations, when used in game and the animation ends, marth goes back to regular marth for 1 nanosecond and goes back to the new subaction 0. anyone know how to fix that?


I actually like it. o.o Not sure what could you edit of it, perhaps the others find something to suggest on it? I dunno, I like it. XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: Puraidou on April 29, 2011, 08:54:33 AM
here is a preview of the new entry I made....please bear with my wack cell phone video lol

should I edit it more or keep it as is?

[url]http://www.youtube.com/watch?v=MpViUPuHqbw[/url]






By the way, does anyone know how to edit a default change action 0 to be the new wait 1 (subaction 0)?
 for some reason, when I made new attack animations, when used in game and the animation ends, marth goes back to regular marth for 1 nanosecond and goes back to the new subaction 0. anyone know how to fix that?
Seeing that and the entry on the game i say it's pretty much similar. Like Wolfric, i have nothing to suggest actually xD


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: _Data_Drain_ on April 29, 2011, 09:00:33 AM
Hm... The only odd thing is, he starts the match with his wing out now? Oh well... I kinda thought the hand movement could have been a stand alone taunt for bringing out his wing...

However, other then that, it's pretty cool looking, it might look better without the hand movement though, and use the hand movement for the wing taunt.


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: DivineOverlord on April 29, 2011, 09:03:42 AM
Hm... The only odd thing is, he starts the match with his wing out now? Oh well... I kinda thought the hand movement could have been a stand alone taunt for bringing out his wing...

However, other then that, it's pretty cool looking, it might look better without the hand movement though, and use the hand movement for the wing taunt.

His down taunt is the hand movement.....also, in his entry, the wing doesn't come out till he does his hand movement....oh and yeah, the match does start with his wings out this time....it just seemed funny when I had the entry take out his wing but when the match starts, his wings go away.


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: _Data_Drain_ on April 29, 2011, 09:11:28 AM
True, I guess it would be odd... Hm...

On a random note, I found a funny glitch, it's nothing big, all it is is short hopping, then Hell's Gate really fast, it looks funny... I might use it as a taunt. XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: DivineOverlord on April 29, 2011, 09:14:29 AM
True, I guess it would be odd... Hm...

On a random note, I found a funny glitch, it's nothing big, all it is is short hopping, then Hell's Gate really fast, it looks funny... I might use it as a taunt. XD

lol what is it?


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: _Data_Drain_ on April 29, 2011, 09:16:55 AM
lol what is it?
He does the start of the animation, but doesn't attack... I like to call it the Sephy Dance. XD

He jumps around spinning his sword above his head... Slide your finger across the X, and A while crouching, that's how I do it. :P (With the Gamecube controller that is.)


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: DivineOverlord on April 29, 2011, 09:28:21 AM
He does the start of the animation, but doesn't attack... I like to call it the Sephy Dance. XD

He jumps around spinning his sword above his head... Slide your finger across the X, and A while crouching, that's how I do it. :P (With the Gamecube controller that is.)

I see. I forgot what button is x on the numchuck XD.....I'll be releasing the next update tonight. Although, if you look really closely, at the end of most of his A attack, he goes back to marth's default wait 1 for 1 nanosecond, and goes back to the new wait 1. I'm trying to figure out how to fix that. T_T


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: _Data_Drain_ on April 29, 2011, 09:31:56 AM
I see. I forgot what button is x on the numchuck XD.....I'll be releasing the next update tonight. Although, if you look really closely, at the end of most of his A attack, he goes back to marth's default wait 1 for 1 nanosecond, and goes back to the new wait 1. I'm trying to figure out how to fix that. T_T
Alright... I have a question, look at the end of the animations for the attacks... Is it Marth's standing pose? If so... That's what's wrong I think, but be careful... I've tried editing transitions in some animations... The Key Points or whatever... Can make this annoying... Since he might flip around insanely...


Also, on the nunchuck... Not sure, but whatever it is, it's whatever you use to jump.


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: DivineOverlord on April 29, 2011, 09:43:46 AM
Alright... I have a question, look at the end of the animations for the attacks... Is it Marth's standing pose? If so... That's what's wrong I think, but be careful... I've tried editing transitions in some animations... The Key Points or whatever... Can make this annoying... Since he might flip around insanely...


Also, on the nunchuck... Not sure, but whatever it is, it's whatever you use to jump.

yeah it sure is marth's standing pose. I'm trying to fix it but its really hard :/


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: Albafika on April 29, 2011, 09:46:12 AM
Alright... I have a question, look at the end of the animations for the attacks... Is it Marth's standing pose? If so... That's what's wrong I think, but be careful... I've tried editing transitions in some animations... The Key Points or whatever... Can make this annoying... Since he might flip around insanely...


Also, on the nunchuck... Not sure, but whatever it is, it's whatever you use to jump.

I think this is it, too. I mean, the animation that he's swaping to have to be inside the Motion, or where else could it be loading it from? ._.


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: _Data_Drain_ on April 29, 2011, 09:47:16 AM
Yeah... That might be the hardest part with animating honestly, making everything transition smoothly... But, if you persist enough, you might be able to fix it, you just need to be careful, make backups and stuff.


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: Tasty Pumpkin Clock on April 29, 2011, 10:02:03 AM
I have an idea for him going back to Marth's pose. Try removing the last frames where he moves into Marth's position. The transition from the end of the attack to Sephiroths standing animation will be a little bit more choppy but it'll look better then him going into Marth's standing animation.
(I think). I'll try it out myself and if I can get it to work I'll send it to you.


EDIT: Nevermind that, this is going to be especially difficult because Marth faces the opposite direction of Sephiroths in his Wait1.

So... yeah unless you custom animate every animation of him facing the wrong way back into Sephiroths wait1 (which I'm going to assume you're not gonna do), then whatever solution you use is probably gonna look weird.

EDIT2: Okay ALL his animations end with him facing the wrong way... so... yeah....


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: Tasty Pumpkin Clock on April 29, 2011, 04:21:48 PM
Sorry double post...

Some of the most frequently used animations are a little off. I made a video to show examples.

http://www.youtube.com/watch?v=zZMa0qIa5A0


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: DivineOverlord on April 29, 2011, 04:31:27 PM
Sorry double post...

Some of the most frequently used animations are a little off. I made a video to show examples.

[url]http://www.youtube.com/watch?v=zZMa0qIa5A0[/url]


hmm what if I just made sephy face the other way in his wait 1? that would solve several problems....Im not sure how to fix @ 0:05 in the video. nevermind, got it.


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: Hollow on April 29, 2011, 09:42:21 PM
All you have to do is turn him around in all the animations. Not too hard.


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: Tasty Pumpkin Clock on April 29, 2011, 11:25:30 PM
:C But I like him facing the camera... that's why I didn't bring that up...


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: DivineOverlord on April 30, 2011, 12:51:37 AM
I managed to get things a little smoother but still glitchs a tiny bit its easy to ignore though. XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: Hackingstar on April 30, 2011, 07:52:07 AM
calm side: alright. keep it up
impatient side:  :o what the heck man!?
calm side: i swear to god dude do not start this s**t again
impatient side: grr..*mumbles* but he promised another update date which was yesterday
calm side: *gets out stun gun* what was that!?
impatient side: o.o nothing
calm side: so sorry DO


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: Lythro on April 30, 2011, 10:39:41 AM
Sorry double post...

Some of the most frequently used animations are a little off. I made a video to show examples.

[url]http://www.youtube.com/watch?v=zZMa0qIa5A0[/url]


SWEET taunt at 0:35! So are you using riivolution for those sfx to work?


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: Tasty Pumpkin Clock on April 30, 2011, 12:37:36 PM
Yeah there's a sound pack with a bunch of Sephiroth audio that removes all of Marths. When he gets KO'd he says "I'll fall into the shadows". XD It's awesome.

I assume you would need riivolution, but I use Dolphin so I don't need it.


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: Lythro on April 30, 2011, 12:45:53 PM
Yeah there's a sound pack with a bunch of Sephiroth audio that removes all of Marths. When he gets KO'd he says "I'll fall into the shadows". XD It's awesome.

I assume you would need riivolution, but I use Dolphin so I don't need it.

Dolphin huh?... hm... That way I'd also be able to see the game play in HD though, which is really appealing :C Isn't the game a bit laggy via emulator though? And if I was using an SD card on my Wii, would I be able to just copy-paste those textures/PSAs and codes somewhere for it to work on the computer or would I have to do stuff all over again?

Anyways, to keep on topic, I'm really interested in what Hollow was talking about earlier with Pit's feather's being black somehow. That'd be AWESOME!


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: _Data_Drain_ on April 30, 2011, 12:50:24 PM
I think you can also do this somehow with USB-Loader, I'm... Sadly not sure how yet... Or else I would have done it a long time ago. XD

Also, yes, if your PC isn't powerful... Or heck, even if it is, an emulator will lag a lot...

The best way is Riivolution, even though I never used it, or figuring out how to hack the IOS, and loading it by USB-Loader.


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: Hackingstar on April 30, 2011, 12:53:49 PM
another update with sephiroth sfx. download again. "marth voice" when he lifts things like crates and barrels was replaced. XD sorry but sometimes i don't have time to check things always. anyways. DOWNLOAD. and. ENJOY! :)


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: Albafika on April 30, 2011, 12:54:02 PM
I've been tyring to get Wiiscrubber to work, but I'm not entirely sure. Is it really easy? I want to have Marth's SFX over Yoshi, and Cloud's SFX over Olimar. How can I do that?


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: Hackingstar on April 30, 2011, 12:54:58 PM
I've been tyring to get Wiiscrubber to work, but I'm not entirely sure. Is it really easy? I want to have Marth's SFX over Yoshi, and Cloud's SFX over Olimar. How can I do that?

idk man. sorry. i've never actually ported sfx b4.


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: Tasty Pumpkin Clock on April 30, 2011, 12:56:15 PM
Not true, my computer can run it at full speed, and if I wanted to I could actually speed it up to twice the speed. But my computer is a newer one so...
Yeah it's not recommended unless you have a new computer. The only reason I use it is because (aside from the fact that I have a new computer) I can hook it up to a projector, so my screen is like, three times the size of a 42' inch.

Also you would probably have to do everything over again if you switched to Dolphin... so I'd just try to use Riivolution or try to find out about what Data said about using the USB Loader.

I've been tyring to get Wiiscrubber to work, but I'm not entirely sure. Is it really easy? I want to have Marth's SFX over Yoshi, and Cloud's SFX over Olimar. How can I do that?

You can only put voices over the original characters they're meant for I'm pretty sure.
I've only used Wiiscrubber and I haven't found a way to do this... so...

Anyways, to keep on topic, I'm really interested in what Hollow was talking about earlier with Pit's feather's being black somehow. That'd be AWESOME!

Yes if somehow that could look good, that would be fantastic.


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: Lythro on April 30, 2011, 01:06:05 PM
I'll give it a try anyways. :C It might be worth it if I could get voices to work among some other handy things. I have a new computer too, and it runs on the same HDTV that my Wii's connected too. Plus I have a wired 360 controller... Won't be the same without the Gamecube one but meh xD

Anyways, thanks for the advice!


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: DivineOverlord on April 30, 2011, 01:32:18 PM
New 4-30-2011 @ 9:00AM updates by DivineOverlord
+some animations are Smoother
+New Entry
+New Down THrow
+New Back Throw
+New Forward Throw
+Dont remember what else is edited.


I need help making SpecialS3Hi animation go smoothly with wait 1. Someone Help me fix it! lol

After that, he will be v 3.0


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: Tasty Pumpkin Clock on April 30, 2011, 01:33:57 PM
I'll give it a try anyways. :C It might be worth it if I could get voices to work among some other handy things. I have a new computer too, and it runs on the same HDTV that my Wii's connected too. Plus I have a wired 360 controller... Won't be the same without the Gamecube one but meh xD

Anyways, thanks for the advice!

I use a wireless 360 controller as well, it feels a lot like a gamecube or classic controller.
You'll have to use Wiiscrubber to insert all your hacks, and use Sawndz to insert the sound packs into your brsar, you should probably look up a tutorial if you dunno how.

New 4-30-2011 @ 9:00AM updates by DivineOverlord
+some animations are Smoother
+New Entry
+New Down THrow
+New Back Throw
+Dont remember what else is edited.


I need help making SpecialS3Hi animation go smoothly with wait 1. Someone Help me fix it! lol

After that, he will be v 3.0

I'll look into that.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: Hackingstar on April 30, 2011, 01:55:48 PM
This may not be much of help but i thought of a name for sephiroths first final smash (you know the one he uses when he's not over 100% damage) you see his neutral b move is Black Materia from Dissidia. and his first final smash also has a meteor shoot down.  so i call his first final smash. "Black Materia: Final Version"


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: Tasty Pumpkin Clock on April 30, 2011, 01:59:56 PM
Divine, I was thinking could you remove the wing release from the entry? I think it looks better when Sephiroth starts without his wing. That's sorta like... his second form if you will. (Additionally other costumes start with a Sephiroth wing, so if it's a cpu they have it out the whole time)

Also the sound effect from the down taunt, could you release a separate version 3 when it's done on this thread with the sound still there? Because it's used in the audio pack. It was in the video, he says "Perish now" instead. And I really like that.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: Hackingstar on April 30, 2011, 02:11:40 PM
Divine, I was thinking could you remove the wing release from the entry? I think it looks better when Sephiroth starts without his wing. That's sorta like... his second form if you will. (Additionally other costumes start with a Sephiroth wing, so if it's a cpu they have it out the whole time)

Also the sound effect from the down taunt, could you release a separate version 3 when it's done on this thread with the sound still there? Because it's used in the audio pack. It was in the video, he says "Perish now" instead. And I really like that.

thanks for the feedback.
PS. yes i am the man behind the Sephiroth SFX XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: Tasty Pumpkin Clock on April 30, 2011, 02:21:09 PM
I'm aware, and thanks so much btw. : D
It's just that Divine took out the "Perish Now" sound effect, so I was hoping he could release a separate version with it still there.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: DivineOverlord on April 30, 2011, 02:33:09 PM
I'm aware, and thanks so much btw. : D
It's just that Divine took out the "Perish Now" sound effect, so I was hoping he could release a separate version with it still there.

lol your request was too easy. did it in 10 mins.  by the way, the edition that starts with no wings (and SFX version) has a different entry animation, he just won't do his hand movement. Down Taunt does the hand movement which releases his wings.

Now, someone help me out with SpecialS3Hi animation ending. I already started it. I just need it to stop going to marth's default wait pose when the animation ends. haha


Title: Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed
Post by: xZedkiel on April 30, 2011, 02:46:22 PM
Actually, you can put the SFX over Yoshi's but then you'd have to make the PSA call up the SFX with every move. Example, when Sephiroth dies he says "I'll fall into the Shadows," port that over Yoshi's death sound, and make the PSA call up Yoshi's instead of Marth's, and it should work. But this is only a hunch on what could work.

On an on topic note, the current moveset is awesome.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Tasty Pumpkin Clock on April 30, 2011, 03:14:08 PM
Actually, you can put the SFX over Yoshi's but then you'd have to make the PSA call up the SFX with every move. Example, when Sephiroth dies he says "I'll fall into the Shadows," port that over Yoshi's death sound, and make the PSA call up Yoshi's instead of Marth's, and it should work. But this is only a hunch on what could work.

On an on topic note, the current moveset is awesome.

I knew that, but there's no... easier way is what I meant.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: _Data_Drain_ on April 30, 2011, 03:41:04 PM
Okay, I just got done testing him out... Okay, I still say AAA needs knock back on the last hit, no knock back growth though.

I see you put the end lag on a missed hit of Reaper, nice work. :)

Forward air might need more end lag, since it's like a wall... It even eats up Luigi's fireballs.

Hell's Gate is still very easy to spam, the end lag is still small, however, I did find a flaw with it, CPU can tech it, and not get hit by the second hit... If they can do it, so could a good player... Though, that's if you use it in the air.

The grab has some nice end lag now too, very good, but, you missed the dash grab, it's still easy to spam, also... On a interesting note... His turn dash grab is interesting...
(http://i956.photobucket.com/albums/ae41/_Data_Drain_/al_110430_1708binout.jpg)(http://i956.photobucket.com/albums/ae41/_Data_Drain_/al_110430_17081binout.jpg)
Instead of a grab, it's an attack, that does 8% damage, has little knock back, or range, and uses the item throw animation.

On an interesting note, down throw makes a GREAT gimping tool, if your foe comes into range of it, while recovering... Well, it can be dangerous for the foe, not a bad thing though, I would keep this, since it's avoidable.

On a more... Actually, things that need a buff note...

Up smash, it's... Kinda unsafe, it has small start up lag, but has so much if it misses... Although, I'm not sure how much of a problem it is really, it kills at about... 120%, or most of the time, 140%... Maybe if it was more of a sure 120% kill, it would be okay.

EDIT:
Wait... Does up smash have a sweet spot at the edge? If so... Hm... Never mind the last statement. :P

Down B, I just noticed something VERY annoying about it... It's canceled out by Luigi's fireballs, or most attacks that hit it... And level three is less useful then level two, but then again, if it had as much trapping abilities, it might be far too good as an off stage move... My suggestion is, make level two, and three not as easily canceled out by attacks.

And... I'm done, I'll review more later if needed.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Hollow on April 30, 2011, 11:00:01 PM
Okay, I just got done testing him out... Okay, I still say AAA needs knock back on the last hit, no knock back growth though.

I see you put the end lag on a missed hit of Reaper, nice work. :)

Forward air might need more end lag, since it's like a wall... It even eats up Luigi's fireballs.

Hell's Gate is still very easy to spam, the end lag is still small, however, I did find a flaw with it, CPU can tech it, and not get hit by the second hit... If they can do it, so could a good player... Though, that's if you use it in the air.

The grab has some nice end lag now too, very good, but, you missed the dash grab, it's still easy to spam, also... On a interesting note... His turn dash grab is interesting...
([url]http://i956.photobucket.com/albums/ae41/_Data_Drain_/al_110430_1708binout.jpg[/url])([url]http://i956.photobucket.com/albums/ae41/_Data_Drain_/al_110430_17081binout.jpg[/url])
Instead of a grab, it's an attack, that does 8% damage, has little knock back, or range, and uses the item throw animation.

On an interesting note, down throw makes a GREAT gimping tool, if your foe comes into range of it, while recovering... Well, it can be dangerous for the foe, not a bad thing though, I would keep this, since it's avoidable.

On a more... Actually, things that need a buff note...

Up smash, it's... Kinda unsafe, it has small start up lag, but has so much if it misses... Although, I'm not sure how much of a problem it is really, it kills at about... 120%, or most of the time, 140%... Maybe if it was more of a sure 120% kill, it would be okay.

EDIT:
Wait... Does up smash have a sweet spot at the edge? If so... Hm... Never mind the last statement. :P

Down B, I just noticed something VERY annoying about it... It's canceled out by Luigi's fireballs, or most attacks that hit it... And level three is less useful then level two, but then again, if it had as much trapping abilities, it might be far too good as an off stage move... My suggestion is, make level two, and three not as easily canceled out by attacks.

And... I'm done, I'll review more later if needed.

The turn grab was supposed to be an attack, because I don't even know how to do turn grab.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Albafika on April 30, 2011, 11:01:55 PM
The turn grab was supposed to be an attack, because I don't even know how to do turn grab.

It's like a pivot, dash to a direction, hit C-Stick down and hit the Control Stick to the opposite direction you're dashing, and hit Z then.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: DivineOverlord on April 30, 2011, 11:12:39 PM
It's like a pivot, dash to a direction, hit C-Stick down and hit the Control Stick to the opposite direction you're dashing, and hit Z then.

Lol I didn't even know there was a dashing turn grab.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Albafika on April 30, 2011, 11:16:06 PM
Lol I didn't even know there was a dashing turn grab.

Lol, yeah. I believe it's called "Buffered Pivot Grab"


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: SiLeNtDo0m on May 01, 2011, 01:59:54 AM
Wow I'm surprised you guys you guys only just realised the turn grab.  I'd realised it a while ago, and thought it was deliberate so I said nothing. 

Although one thing that urked me about v2.9 was how he doesn't turn in his TurnRun.  It looks really unnatural how he just slides back then instantly flips in the other direction.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: _Data_Drain_ on May 01, 2011, 05:37:38 AM
Lol, yeah. I believe it's called "Buffered Pivot Grab"
Yup, I believe that's indeed what it's called, it's really useful for characters like Yoshi, since they forgot to add as much end lag to it in Brawl. :P

Wow I'm surprised you guys you guys only just realised the turn grab.  I'd realised it a while ago, and thought it was deliberate so I said nothing. 

Although one thing that urked me about v2.9 was how he doesn't turn in his TurnRun.  It looks really unnatural how he just slides back then instantly flips in the other direction.
Yeah, the run turn is odd... But I didn't say anything about it, because I figured they would fix it later...

Also...

Honestly, I found out about that Pivot Grab oddity awhile back, but forgot about it... It's actually been around since Hollow's. <_>;

And, say SDo0m, was my feedback in the last post okay? Do you think forward air needs more end lag? And well, Hell's Gate too maybe.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: SiLeNtDo0m on May 01, 2011, 05:46:01 AM
Yup, I believe that's indeed what it's called, it's really useful for characters like Yoshi, since they forgot to add as much end lag to it in Brawl. :P
Yeah, the run turn is odd... But I didn't say anything about it, because I figured they would fix it later...

Also...

Honestly, I found out about that Pivot Grab oddity awhile back, but forgot about it... It's actually been around since Hollow's. <_>;

And, say SDo0m, was my feedback in the last post okay? Do you think forward air needs more end lag? And well, Hell's Gate too maybe.

Well I agree with a lot of it, but since this ain't my PSA it's kinda hard for me to judge the feedback.  It's really down to whether DO and Hollow find it useful.

Another thing I noticed about the Down B is that the top half of the flaming pillars don't hit.  I used it when there was a CPU above me on a platform and it didn't hit them.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: _Data_Drain_ on May 01, 2011, 05:49:33 AM
Well I agree with a lot of it, but since this ain't my PSA it's kinda hard for me to judge the feedback.  It's really down to whether DO and Hollow find it useful.

Another thing I noticed about the Down B is that the top half of the flaming pillars don't hit.  I used it when there was a CPU above me on a platform and it didn't hit them.
*Snaps fingers* OH! That's something else that bugs the crap out of me, the only one that hits higher, is the level two charge, which in my opinion is the best one out of the charges, since, it traps the best, hits high, and covers both sides well.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: DivineOverlord on May 01, 2011, 09:20:29 AM
*Snaps fingers* OH! That's something else that bugs the crap out of me, the only one that hits higher, is the level two charge, which in my opinion is the best one out of the charges, since, it traps the best, hits high, and covers both sides well.

I've always known that the Down B fire pillar didn't hit to the top. I had it only hit the latter part so that it isn't OPed.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Hollow on May 01, 2011, 09:32:55 AM
I don't like the way the top doesn't hit, either. Should I shorten the fire column?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Tasty Pumpkin Clock on May 01, 2011, 09:34:35 AM
The turn run thing is my fault. D: I added to many frames to the beginning I think it was.
I'll fix it in a bit. (I just woke up)

I don't like the way the top doesn't hit, either. Should I shorten the fire column?
Can't you make the hitboxes taller? Or something...?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: DivineOverlord on May 01, 2011, 09:38:00 AM
I don't like the way the top doesn't hit, either. Should I shorten the fire column?

lol why do it the easy way?...its better to make the hit boxes go up higher I guess.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Tasty Pumpkin Clock on May 01, 2011, 10:01:29 AM
This Sephiroth hack sucks.
(http://mollymerly.files.wordpress.com/2011/04/troll-face.png)


I think this project has almost reached perfection. But that's just me.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: DivineOverlord on May 01, 2011, 10:07:32 AM
^ lol. There's no perfect PSA. But, with continued effort we can get close to it. However, the main thing that is bothering me is how Sephiroth continues to go in to marth's default wait pose after his Normal A attacks. It's like there's a default system command that makes characters go into change action 0 after normal attacks once the animation ends.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Hackingstar on May 01, 2011, 10:11:41 AM
^ lol. There's no perfect PSA. But, with continued effort we can get close to it. However, the main thing that is bothering me is how Sephiroth continues to go in to marth's default wait pose after his Normal A attacks. It's like there's a default system command that makes characters go into change action 0 after normal attacks once the animation ends.

*british* now now sire. surely you or your co-helpers will solve this mystery. yes. yes you will. lol *normal* sorry.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: _Data_Drain_ on May 01, 2011, 10:13:52 AM
lol why do it the easy way?...its better to make the hit boxes go up higher I guess.
I just had an idea... No idea if it's possible, but I have two ideas, one, the level one charge has more end lag then the other charges, two, now this is the one I have no idea if it's possible... But, is there a way to make it so, the higher you are in the fire, the easier to directional influence out of it is?

I don't know... Just throwing ideas out there. :P


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Tasty Pumpkin Clock on May 01, 2011, 10:14:52 AM
*british* now now sire. surely you or your co-helpers will solve this mystery. yes. yes you will. lol *normal* sorry.
lol

^ lol. There's no perfect PSA. But, with continued effort we can get close to it. However, the main thing that is bothering me is how Sephiroth continues to go in to marth's default wait pose after his Normal A attacks. It's like there's a default system command that makes characters go into change action 0 after normal attacks once the animation ends.

Divine, is there actually something making him go into Marth's wait animation or is it just the end of the animations that transition into it?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: DivineOverlord on May 01, 2011, 10:17:12 AM
lol

Divine, is there actually something making him go into Marth's wait animation or is it just the end of the animations that transition into it?

I'm not sure. there's nothing in the PSA telling it to go into marth's default wait pose and there's no animation in the motion file that is related to marth's default wait pose. I'm guess its something system wise that's making it happen. I wonder if it can somehow be hexed to correct it.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: _Data_Drain_ on May 01, 2011, 10:21:55 AM
I'm not sure. there's nothing in the PSA telling it to go into marth's default wait pose and there's no animation in the motion file that is related to marth's default wait pose. I'm guess its something system wise that's making it happen. I wonder if it can somehow be hexed to correct it.
So, his animations don't end with his standing pose at the last frame in BrawlBox?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Tasty Pumpkin Clock on May 01, 2011, 10:22:32 AM
Give me an animation as an example.
And tell me which attack it is if you know.

I want to see for myself.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: DivineOverlord on May 01, 2011, 10:24:13 AM
So, his animations don't end with his standing pose at the last frame in BrawlBox?

they do. In game, its a different story, once the animation ends, for a split second, he goes into marth's default wait pose, and quickly goes to wait 1. I don't know why this is happening yet. This only happens for his standard A attacks.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: _Data_Drain_ on May 01, 2011, 10:26:12 AM
they do. In game, its a different story, once the animation ends, for a split second, he goes into marth's default wait pose, and quickly goes to wait 1. I don't know why this is happening yet. This only happens for his standard A attacks.
So... The attacks end with Sephiroth's idle pose? Or Marth's? In BrawlBox I mean.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Tasty Pumpkin Clock on May 01, 2011, 10:29:06 AM
Name an animation where it does this.
In Brawlbox the animation ends with Sephiroths wait but in game it's Marth's?
Maybe there's a separate transition animation?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: DivineOverlord on May 01, 2011, 10:29:36 AM
So... The attacks end with Sephiroth's idle pose? Or Marth's? In BrawlBox I mean.

in brawl box, they end with sephiroths idle pose. However, in game, once the animation ends "keeping in mind that it ends with sephiroths wait pose" it goes into marth's default idle pose, and it quickly goes back to sephiroth's wait pose....now do you see it? XD oh and marth's wait pose is completely separate from the animation yet it still pops up and I don't know why.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: _Data_Drain_ on May 01, 2011, 10:30:28 AM
Name an animation where it does this.
In Brawlbox the animation ends with Sephiroths wait but in game it's Marth's?
Maybe there's a separate transition animation?
Say... Maybe that is indeed it... I mean, the game doesn't just load animations that there's no trace of left, it has to be in there somewhere.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: DivineOverlord on May 01, 2011, 10:31:31 AM
Name an animation where it does this.
In Brawlbox the animation ends with Sephiroths wait but in game it's Marth's?
Maybe there's a separate transition animation?

I tried looking for it, but didn't find it anywhere.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Tasty Pumpkin Clock on May 01, 2011, 10:31:57 AM
Hm. Odd. But there ARE lots of animations.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: DivineOverlord on May 01, 2011, 10:33:54 AM
Hm. Odd. But there ARE lots of animations.

At first, I though it was the "stepback" animation but it wasn't. lemme know if you guys find which animation is still in marth's default idle pose.....I'm starting to wonder if the animation name has anything to do with it lol


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Tasty Pumpkin Clock on May 01, 2011, 10:36:08 AM
I highly doubt it.
And I'll look.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Albafika on May 01, 2011, 10:46:11 AM
I'll give it a look as well.

EDIT: I noticed AttackS3S start and ends up the opposite way Wait1 is facing, same goes for AttackHi3.

Also, Attack11/Attack12 start up as if Sephiroth was facing the other way too. Though, I'm not sure if you're using these.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: _Data_Drain_ on May 01, 2011, 11:08:21 AM
I'll give it a look as well.

EDIT: I noticed AttackS3S start and ends up the opposite way Wait1 is facing, same goes for AttackHi3.

Also, Attack11/Attack12 start up as if Sephiroth was facing the other way too. Though, I'm not sure if you're using these.
Okay, I see someone beat me to it. :P

But I'll make my post anyway.

AttackDash

AttackS3S

AttackHi3

SpecialNEnd

SpecialS3Lw

SpecialS4Hi

FinalAirEnd

FinalAirStart

Catch

and any item related animation...

Those are the ones I found Marth's idle pose in... Maybe this can help?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: DivineOverlord on May 01, 2011, 11:09:48 AM
I'll give it a look as well.

EDIT: I noticed AttackS3S start and ends up the opposite way Wait1 is facing, same goes for AttackHi3.

Also, Attack11/Attack12 start up as if Sephiroth was facing the other way too. Though, I'm not sure if you're using these.


hmm I think you might be on to something, I'll do some tests when I get a chance. Also, the attacks that are used for AAA are:
A->SpecialS3Hi
AA-> Attack 12  a really short animation I made lol
AAA-> Attack 11

once we get those fixed, we're good. ;D

Okay, I see someone beat me to it. :P

But I'll make my post anyway.

AttackDash

AttackS3S

AttackHi3

SpecialNEnd

SpecialS3Lw

SpecialS4Hi

FinalAirEnd

FinalAirStart

Catch

and any item related animation...

Those are the ones I found Marth's idle pose in... Maybe this can help?

I'll look in to it.


side note:
-next update will have the fire pillars hit all the way up, i'm just going to use his bones to do this.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: OmegaMalkior on May 01, 2011, 11:59:37 AM
DO, you think you can tell me the ID/Name in PSA for Side-B for Sephiroth?

Or anyone else please?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Hackingstar on May 01, 2011, 12:22:21 PM
DO, you think you can tell me the ID/Name in PSA for Side-B for Sephiroth?

Or anyone else please?

Shadow Flare


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: OmegaMalkior on May 01, 2011, 12:25:18 PM
No, I meant the name/ID in Project SA, not the actual name of the attack.

For example:

Attacklw4: DownSmash.

Thats what I need from Side-B. But thanks anyway.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Hollow on May 01, 2011, 01:15:29 PM
Man, I just played the balanced version, and I have to say, I need to make a version for myself.
I think that there are too many exploitable attacks and movements. Sephiroth is meant to be fast, but not have extreme lag like that.

I mean, I was fighting Cloud, and every time I used his AAA combo, and it missed, I got punished hard. And even when it hit, he barely got sent away.
I think you should be able to roll out of charges, too.

I get the entry graphic under marth's feet when I use meteor, something has to be done about that.



Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: DivineOverlord on May 01, 2011, 01:23:59 PM
Man, I just played the balanced version, and I have to say, I need to make a version for myself.
I think that there are too many exploitable attacks and movements. Sephiroth is meant to be fast, but not have extreme lag like that.

I mean, I was fighting Cloud, and every time I used his AAA combo, and it missed, I got punished hard. And even when it hit, he barely got sent away.
I think you should be able to roll out of charges, too.

I get the entry graphic under marth's feet when I use meteor, something has to be done about that.



lol I only did what was suggested. Maybe I'll put up a faster version without all the lags and just weaken his knockback power to keep him balanced....but feel free to do it and add it to our pack folder as an "alternate edition" if you will.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: _Data_Drain_ on May 01, 2011, 01:49:45 PM
I guess that could work, although... I still say the AAA needs knockback...

And, Hollow? Actually in Dissidia, and Dissidia 012, he does have end lag on his moves, some even enough to do an HP attack to hit him... And those are slow, so, his end lag in Brawl isn't inaccurate...

Also, maybe that could work, being able to roll out of Meteor, and the fire pillars charge up, as long as it doesn't keep the charge level, kinda like SDo0m's Sonic PSA, you have to charge it all the way if you want a level three, no keeping charges if you roll out of it...

Although... Maybe up smash could use a tiny bit less end lag... Maybe... But not too much less.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Hollow on May 01, 2011, 01:55:58 PM
I guess that could work, although... I still say the AAA needs knockback...

And, Hollow? Actually in Dissidia, and Dissidia 012, he does have end lag on his moves, some even enough to do an HP attack to hit him... And those are slow, so, his end lag in Brawl isn't inaccurate...

Also, maybe that could work, being able to roll out of Meteor, and the fire pillars charge up, as long as it doesn't keep the charge level, kinda like SDo0m's Sonic PSA, you have to charge it all the way if you want a level three, no keeping charges if you roll out of it...

Although... Maybe up smash could use a tiny bit less end lag... Maybe... But not too much less.
I think I'll make a version that is fast but, like sonic, and I'll throw in a few strong but lagged attacks as finishers.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: DivineOverlord on May 01, 2011, 01:59:00 PM
I think I'll make a version that is fast but, like sonic, and I'll throw in a few strong but lagged attacks as finishers.

lol cool. looking forward to it.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: _Data_Drain_ on May 01, 2011, 02:04:39 PM
The only problem I have with a super fast Sephiroth is, he can just use attacks as a wall of defense, without really much effort, that's why I didn't want him to have super fast moves, since he has so much range... As a matter of fact, spam forward air over and over, against... CPU Luigi, it eats his fireballs, and still hits Luigi... If you do this right, it's hard to punish too.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: DivineOverlord on May 01, 2011, 02:07:43 PM
The only problem I have with a super fast Sephiroth is, he can just use attacks as a wall of defense, without really much effort, that's why I didn't want him to have super fast moves, since he has so much range... As a matter of fact, spam forward air over and over, against... CPU Luigi, it eats his fireballs, and still hits Luigi... If you do this right, it's hard to punish too.

yeah thats true but this will just be another alternate edition for those who want it.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: ShadowMarth on May 01, 2011, 02:08:59 PM
Wow Divine! im so......this is so awesome! i love how u guys get together on stuff like this!
This is a few reasons why i wana get better with PSA!
I wish i had ur knowlege and creativity divine.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: DivineOverlord on May 01, 2011, 02:13:07 PM
Wow Divine! im so......this is so awesome! i love how u guys get together on stuff like this!
This is a few reasons why i wana get better with PSA!
I wish i had ur knowlege and creativity divine.

haha thanks. That was a major complement XD.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: ShadowMarth on May 01, 2011, 02:19:34 PM
haha thanks. That was a major complement XD.
Heres another:
UR A BEAST AT THIS! XD
Want another one?

LOL seriously, i really want to get better u inspire me every time u realease a psa

Everytime i start a Project no one really pays attention to it...


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: OmegaMalkior on May 01, 2011, 02:24:09 PM
Hmmm... Love the update you did on him.

But on the OG version, there should be barely any endlag.

Up-Smash has way too much endlag to be an OG PSA.
So on with Up-Smash.
And Side-B isn't spammable anymore.
The OG and OP versions need to be improved


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: DivineOverlord on May 01, 2011, 02:25:06 PM
Heres another:
UR A BEAST AT THIS! XD
Want another one?

LOL seriously, i really want to get better u inspire me every time u realease a psa

Everytime i start a Project no one really pays attention to it...

haha that happens to me sometime too, where my PSA's dont get any attention, unless its a popular character that everyone knows. like sephiroth or cloud.


Edit: I'll beef up the OG version then.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: SiLeNtDo0m on May 01, 2011, 02:28:28 PM
haha that happens to me sometime too, where my PSA's dont get any attention, unless its a popular character that everyone knows. like sephiroth or cloud.

This is too freakin true.  I always felt that PSAs should be judged by quality rather than character.  I'd download a good PSA of a character I don't know from you, rather than a PSA of a popular character made by some noob.  Why?  Because I know I'll enjoy playing as your PSA ;)


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: OmegaMalkior on May 01, 2011, 02:30:40 PM
Thanks ;D

Take out as much endlag as you can. Oh and edit the Dodge to be like the previous version because there is something off about the dodge (I think it is that its to slow or something, i really don't know)


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: DivineOverlord on May 01, 2011, 02:35:38 PM
This is too freakin true.  I always felt that PSAs should be judged by quality rather than character.  I'd download a good PSA of a character I don't know from you, rather than a PSA of a popular character made by some noob.  Why?  Because I know I'll enjoy playing as your PSA ;)

haha yeah that's true.

Thanks ;D

Take out as much endlag as you can. Oh and edit the Dodge to be like the previous version because there is something off about the dodge (I think it is that its to slow or something, i really don't know)

The previous version allowed you to interupt when dodging which gave him a "sliding" effect when he dodged.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: OmegaMalkior on May 01, 2011, 02:37:11 PM
I liked that interrupt, you think you can restore it to the OG version?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: _Data_Drain_ on May 01, 2011, 02:42:51 PM
The previous version allowed you to interupt when dodging which gave him a "sliding" effect when he dodged.
Quite indeed... Although, I say this is a good trait for the overpowered versions, since it opened a lot of possibilities to be cheap. :P

But yeah, with the balanced version... I had an odd idea... I notice you can shield and punish Sephiroth when he hits you with forward smash, even if the first hit hits you, you can hold shield, and shield grab him... What if, in exchange for more start up lag, if the hits were faster? No more end lag to it though, just a bit of start up, and maybe even give the sour spot more knock back...

Maybe up smash could have less end lag, since it's kinda risky... Or, less start up time, and all the end lag... I don't know, whatever you think would be best, I do notice if you hit with the very top of the move, it does have high kill power.

And... His aerials moves need more end lag, except up air, that move is great the way it is... I think Wolfric or someone said, just enough end lag to not be able to do two forward airs after a short hop.

...Sorry for rambling. ._.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: DivineOverlord on May 01, 2011, 02:46:37 PM
Quite indeed... Although, I say this is a good trait for the overpowered versions, since it opened a lot of possibilities to be cheap. :P

But yeah, with the balanced version... I had an odd idea... I notice you can shield and punish Sephiroth when he hits you with forward smash, even if the first hit hits you, you can hold shield, and shield grab him... What if, in exchange for more start up lag, if the hits were faster? No more end lag to it though, just a bit of start up, and maybe even give the sour spot more knock back...

Maybe up smash could have less end lag, since it's kinda risky... Or, less start up time, and all the end lag... I don't know, whatever you think would be best, I do notice if you hit with the very top of the move, it does have high kill power.

And... His aerials moves need more end lag, except up air, that move is great the way it is... I think Wolfric or someone said, just enough end lag to not be able to do two forward airs after a short hop.

...Sorry for rambling. ._.

for his forward smash, I can make the first 3 hits stun you. good or no?


yeahh end lags on air lol


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: OmegaMalkior on May 01, 2011, 02:51:30 PM
yeahh end lags on air lol
add more endlag on the Balanced version, but don't add more endlag on the OG/OP versions.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: _Data_Drain_ on May 01, 2011, 02:54:55 PM
for his forward smash, I can make the first 3 hits stun you. good or no?
Hm... But an important part about side smash is, the way you have to tip it, otherwise it has no kill power... When you tip it though, it can kill in the 80s.

And if they're stunned, it might mess up that tipping, and make it always hit with the sour spot...

I think a tiny bit more start up, and the slashes being overall a good bit faster might do the trick, since the first hit has a good bit of time between the second hit, enough for your foe to shield the rest of the hits, thus being able to punish it...

add more endlag on the Balanced version, but don't add more endlag on the OG/OP versions.
Duh. :P

The broken versions don't need lag at all. XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Tasty Pumpkin Clock on May 01, 2011, 03:07:43 PM
Data I'd agree... but Octoslash was always sort of... a sudden attack. I know in KH2 once it hit you it was practically inescapable. Speeding it up or adding stun, either would work but I have no ideas on how to make it balanced. Perhaps lots of end lag, I mean as long as you dodge that first hit, then you have tons of time to set up your attack, what with the next few sword slashes plus the additional end lag (if he misses).


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: _Data_Drain_ on May 01, 2011, 03:15:03 PM
Data I'd agree... but Octoslash was always sort of... a sudden attack. I know in KH2 once it hit you it was practically inescapable. Speeding it up or adding stun, either would work but I have no ideas on how to make it balanced. Perhaps lots of end lag, I mean as long as you dodge that first hit, then you have tons of time to set up your attack, what with the next few sword slashes plus the additional end lag (if he misses).
Well, but in Dissidia, it has start up time, I'd say a cross between KH2, and Dissidia is the right way to go, some start up lag, fast slashes, and... Honestly, the end lag it has right now.

Also... Now that I think about it... Up smash might not need that much lag reduction... Or if there is lag cut, it shouldn't be too much, it's a pretty fast kill move... And makes a good punishing kill move, plus it has less sweet spot dependency then down smash, or forward smash.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Albafika on May 01, 2011, 03:17:24 PM
I THINK we're lagging Sephiroth up quite a lot, he actually needs a few fast attacks.

I want AAA with more knockback and less end lag, same with FTilt, I want more knockback on it, and less end lag.

Concerning Fair, don't over do it, just enough as to not be able to do 2 Fairs in a shorthop, but no more than that.

Up Smash should have as much end lag as Ike's Up Smash.

On another hand: Back Throw looks a bit... odd, that animation needs a bit more polishing, he looks like he's turning backwards in a T-Pose like, kinda unatural. =P

This is my personal opinion, though.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Lord_of_D: on May 01, 2011, 03:22:34 PM
can i replace the rob ported psa with this one? D:


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: _Data_Drain_ on May 01, 2011, 03:23:03 PM
I THINK we're lagging Sephiroth up quite a lot, he actually needs a few fast attacks.

I want AAA with more knockback and less end lag, same with FTilt, I want more knockback on it, and less end lag.

Concerning Fair, don't over do it, just enough as to not be able to do 2 Fairs in a shorthop, but no more than that.

Up Smash should have as much end lag as Ike's Up Smash.

This is my personal opinion, though.
Honestly... I think forward tilt is fine as it is now, the only thing I would change maybe, is the second hit going faster, so it can be used as a spacing move better, but even as it is, it gets foes off of you.

I agree on AAA, it needs more knock back on the last hit, and just a bit less end lag, but, you have to remember, he's a character who relies on spacing, and punishing, he has hardly any start up lag on most moves, so there has to be a con to his moves, end lag is that con.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: OmegaMalkior on May 01, 2011, 03:25:11 PM
Turn the OG version into an onslaught like DivineOverlord V1 ;D

lol if you want


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: _Data_Drain_ on May 01, 2011, 03:48:13 PM
I'm gonna record a video, as to why I think Hell's Gate, and forward air might need a nerf... Poor Luigi. XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Tasty Pumpkin Clock on May 01, 2011, 04:00:59 PM
I agree with Wolfric on the back throw, I'm gonna try to change that...


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: BigBadBooya on May 01, 2011, 04:56:32 PM
Hey Divine, I made a new entry & wait animation for Sephiroth, I can't send any files at the moment because I am using my ds to send this...

Also I made a very interesting discovery, psa can't controll the eyes...but I can... More on that later when I get to my computer!


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Lord_of_D: on May 01, 2011, 04:58:54 PM
can i replace the rob ported psa with this one? D:


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: OmegaMalkior on May 01, 2011, 05:00:43 PM
Yes, just rename all the files that had the new download and delete the old ones


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: _Data_Drain_ on May 01, 2011, 05:16:23 PM
Okay, here's that video I said I was doing.
http://www.youtube.com/watch?v=UDUU2R4WZ1A
As I said, it shows forward air, and how it can be used as a wall, and some other things... See for yourself. :P

...And yes, I meant to be spammy, to show how you can abuse forward air.

Hey Divine, I made a new entry & wait animation for Sephiroth, I can't send any files at the moment because I am using my ds to send this...

Also I made a very interesting discovery, psa can't controll the eyes...but I can... More on that later when I get to my computer!

Oh? You found out how to fix Sephiroth looking to the side? NICE!


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Tasty Pumpkin Clock on May 01, 2011, 05:33:49 PM
Yeah I guess that does pose a problem. I think the animation should be changed as well.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: _Data_Drain_ on May 03, 2011, 12:18:54 AM
Eh, I have another video with Sephiroth now.
http://www.youtube.com/watch?v=tY9utuG79xs
Don't know if it will be useful for any kind of feedback, but it might be.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Jeff Benson on May 03, 2011, 10:41:30 AM
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Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: DivineOverlord on May 03, 2011, 11:54:37 AM
Eh, I have another video with Sephiroth now.
[url]http://www.youtube.com/watch?v=tY9utuG79xs[/url]
Don't know if it will be useful for any kind of feedback, but it might be.


3 kills with one life lol


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: _Data_Drain_ on May 03, 2011, 12:06:39 PM
3 kills with one life lol
Heh, I always aim for that. :P Unless it's a Wifi match, or... Goddess Zelda... I could not three stock her. ._.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Puraidou on May 03, 2011, 12:16:44 PM
Heh, I always aim for that. :P Unless it's a Wifi match, or... Goddess Zelda... I could not three stock her. ._.
That last kill was badass xD


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: _Data_Drain_ on May 03, 2011, 12:25:15 PM
That last kill was badass xD
Descend... Heartless Angel!

Yeah, that move might not work on a player often, but it sure does work on CPU sometimes... (Although, in a match I didn't save, Seymour showed just how punishable it is... He jumped up to Sephiroth, and up aired him... ._.,

Anyway, I think up smash actually could use a buff of some kind... Either, A, less end lag, or B, less start up, but all the end lag it has now...

Since, as far as kill moves go, at the moment, I think down smash, and Hell's Gate are the best to use, since down smash has nice range, even if it doesn't kill, it at least gets the foe off of you, Hell's Gate... Well... You know, little landing lag, huge range, and great knock back.

And, I wonder... Is there anyway to get forward tilt's second hit to travel faster? It seems to oddly work best up close, the second hit if you hit with the very tip of the first one, can be shielded I think...

And, AAA does need a bit of knock back, at least enough to get the foe off of you when you use it up close.

And one more thing... Meteor, the second charge could use a bit of kill power, not too much though, just enough to kill at say... Late 100s, since at the moment, as a projectile, it's outclassed by Shadow Flare, it should have some reason to be used.

... Okay, that's enough rambling, if no one else thinks these are okay ideas, just say so. XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Albafika on May 03, 2011, 12:40:00 PM
Descend... Heartless Angel!

Yeah, that move might not work on a player often, but it sure does work on CPU sometimes... (Although, in a match I didn't save, Seymour showed just how punishable it is... He jumped up to Sephiroth, and up aired him... ._.,

Anyway, I think up smash actually could use a buff of some kind... Either, A, less end lag, or B, less start up, but all the end lag it has now...

Since, as far as kill moves go, at the moment, I think down smash, and Hell's Gate are the best to use, since down smash has nice range, even if it doesn't kill, it at least gets the foe off of you, Hell's Gate... Well... You know, little landing lag, huge range, and great knock back.

And, I wonder... Is there anyway to get forward tilt's second hit to travel faster? It seems to oddly work best up close, the second hit if you hit with the very tip of the first one, can be shielded I think...

And, AAA does need a bit of knock back, at least enough to get the foe off of you when you use it up close.

And one more thing... Meteor, the second charge could use a bit of kill power, not too much though, just enough to kill at say... Late 100s, since at the moment, as a projectile, it's outclassed by Shadow Flare, it should have some reason to be used.

... Okay, that's enough rambling, if no one else thinks these are okay ideas, just say so. XD

100s... I wouldn't like it, I mean, Projectiles in Brawl should not kill at all... Meteor's 3rd charge is pasable, but that's 'cause it's so predictable... but level 2?

I want AAA to have more knockback as well

Up Smash should have Ike's Up Smash end lag imo. =P


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: _Data_Drain_ on May 03, 2011, 01:01:38 PM
Well, I'm just saying though, it needs something to set it apart from Shadow Flare, as it is, it can be canceled out by attacks, and... Lets face it, it's slower then Shadow Flare, and has less range, maybe not kill power... But high knock back? not enough to kill, and doesn't have knock back growth, but after a bit of damage, it knocks the foe away nicely...?

I don't know, I guess it can be a move that's not as good as Shadow Flare... Maybe I haven't found a good use for it... (Although, Samus' neutral B fully charged kills somewhere in the 100s.)

Edit:

Wait... I think I got it! Maybe level two can have a very weak spike? I mean, weak, like, it won't kill at any percent, it just knocks the foe down a bit, at the same angle as the meteor.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Thundaga_T2 on May 03, 2011, 01:09:33 PM
100s... I wouldn't like it, I mean, Projectiles in Brawl should not kill at all... Meteor's 3rd charge is pasable, but that's 'cause it's so predictable... but level 2?

I want AAA to have more knockback as well

Up Smash should have Ike's Up Smash end lag imo. =P
You know there are like 5 projectiles in Brawl that can kill easily, those being Samus' Charge Shot, Lucario's Aura Sphere, Ness' PK Flash, and Snake's C4 and Down Smash. Most of these can kill under 100%.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Tasty Pumpkin Clock on May 03, 2011, 01:21:21 PM
^ That, and you can run around with Samus's charge shot and Lucario's Aura Sphere, but you can't move with or save the Meteor attack.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: _Data_Drain_ on May 03, 2011, 01:28:48 PM
^ That, and you can run around with Samus's charge shot and Lucario's Aura Sphere, but you can't move with or save the Meteor attack.
Yeah, plus he leaves himself open if it misses, and if he charges too long, then it becomes a level three charge, which will miss, since he's trying to hit foes up close.

And I said late 100s, not early 100s, I'm talking like... 170, 180, maybe even 190.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Albafika on May 03, 2011, 02:21:01 PM
You know there are like 5 projectiles in Brawl that can kill easily, those being Samus' Charge Shot, Lucario's Aura Sphere, Ness' PK Flash, and Snake's C4 and Down Smash. Most of these can kill under 100%.

Something you guys are missing is this: These projectiles are all reflectable. (Even C4 is "reflectable", at least ,to avoid the damage) and Ness' PK Flash? I'd applaud you if you manage to hit someone with it on a 1vs1. If Sephiroth's Meteor was like Ness PK flash, I'd have no reason to argue since it'd be an useless move.

Yeah, plus he leaves himself open if it misses, and if he charges too long, then it becomes a level three charge, which will miss, since he's trying to hit foes up close.

And I said late 100s, not early 100s, I'm talking like... 170, 180, maybe even 190.

Those estimates sound good, for me. I thought you were aiming for a 110 or 120.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Ultraxwing on May 03, 2011, 04:27:39 PM
I don't really like heartless angel.

now it's not bad, i think it just shouldn't hit the whole entire bottom stage, maybe a somewhat large section of area below him. it doesn't kill though. and he needs slightly more killing power. (AND THANK YOU FOR GETTING RID OF THE ASSNESS THAT WAS HELL'S GATE!!)


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Hackingstar on May 03, 2011, 04:40:22 PM
I don't really like heartless angel.

now it's not bad, i think it just shouldn't hit the whole entire bottom stage, maybe a somewhat large section of area below him. it doesn't kill though. and he needs slightly more killing power. (AND THANK YOU FOR GETTING RID OF THE ASSNESS THAT WAS HELL'S GATE!!)

0.o? he didn't get rid of that move from the moveset. no he didn't. what is you talkin about man?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Puraidou on May 03, 2011, 05:15:46 PM
Forgot to note that i tried the balanced sephy, i must say i'm impressed. It really nearly feels like he's been in brawl since the start of brawl. Very nice indeed. :D


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Tasty Pumpkin Clock on May 03, 2011, 05:26:32 PM
I don't really like heartless angel.

now it's not bad, i think it just shouldn't hit the whole entire bottom stage, maybe a somewhat large section of area below him. it doesn't kill though. and he needs slightly more killing power. (AND THANK YOU FOR GETTING RID OF THE ASSNESS THAT WAS HELL'S GATE!!)

It's almost impossible to hit with Heartless Angel, all you need to do to avoid it is jump, and you can even hit him to stop it.

And he didn't get rid of Hells Gate, what's wrong with that move?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: DivineOverlord on May 03, 2011, 05:55:04 PM
Version 3.0 will be released this weekend.
-New wait 1 animation that transitions better from attack animations
-New Entry animation from FF Dissidia
- Other fixes
- DivineOverlord Powered Sephiroth version. Basically, same power and speed as my DO marth PSA for the OG version lol

[the new wait 1 and entry is by BigBadBooya]



Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Albafika on May 03, 2011, 06:35:56 PM
Version 3.0 will be released this weekend.
-New wait 1 animation that transitions better from attack animations
-New Entry animation from FF Dissidia
- Other fixes
- DivineOverlord Powered Sephiroth version. Basically, same power and speed as my DO marth PSA for the OG version lol

[the new wait 1 and entry is by BigBadBooya]



I really want to see this new Wait1... o.o


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: OmegaMalkior on May 03, 2011, 06:38:57 PM
Version 3.0 will be released this weekend.
- DivineOverlord Powered Sephiroth version. Basically, same power and speed as my DO marth PSA for the OG version lol


http://www.youtube.com/watch?v=MuYlg2U6Xp0

nothing further...


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: _Data_Drain_ on May 03, 2011, 06:48:46 PM
I look forward to this, and will be very happy if Hell's Gate, and forward air have end lag. :P

And, well, also a buff to up smash, I feel it needs it.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Albafika on May 03, 2011, 06:53:14 PM
I'll be honest, everytime I play my friends I feel Sephiroth's just too underpowered, I'm almost about to take back what I said of adding Fair more lag. XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: _Data_Drain_ on May 03, 2011, 07:02:04 PM
I'll be honest, everytime I play my friends I feel Sephiroth's just too underpowered, I'm almost about to take back what I said of adding Fair more lag. XD
Well, I think honestly, adding knock back to AAA, buffing up smash, and speeding up the trajectory of the second hit of Reaper might help a lot though, I still say forward air, and Hell's Gate are too good as it stands...

But I do agree though, he is underpowered in some ways... However, I also want to be careful with buffing him, since his move set if buffed too much would be too much for Brawl, so... Yeah... If you space good with him, he's nearly untouchable in the air, since forward air makes a damn good wall of defense, however, I do feel buffs would have to be made, to compensate his nerfs.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Albafika on May 03, 2011, 07:04:01 PM
Well, I think honestly, adding knock back to AAA, buffing up smash, and speeding up the trajectory of the second hit of Reaper might help a lot though, I still say forward air, and Hell's Gate are too good as it stands...

But I do agree though, he is underpowered in some ways... However, I also want to be careful with buffing him, since his move set if buffed too much would be too much for Brawl, so... Yeah... If you space good with him, he's nearly untouchable in the air, since forward air makes a damn good wall of defense, however, I do feel buffs would have to be made, to compensate his nerfs.

I totally understand, I feel the same totally. After these buffs get done, we'll all see what to nerf and buff. But first things first. AAA needs knockback, Up Smash needs a bit less end lag, and Reaper totally needs what you're mentioning.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: OmegaMalkior on May 03, 2011, 07:06:02 PM
Quick suggestions to OG version:

Make heartless angel attack Hit everywhere even the air :P

Make Side-B extreme spam with very few knock back but still does a bit high damage.

Every charge attack charges almost instantly

Up-B Infinite and very quick flight (really need this)

Down-b in air, don't make it go into free fall, unless you make It that he stays in the middle of air during the attack then yeah)





Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: _Data_Drain_ on May 03, 2011, 07:11:05 PM
Yeah, I agree, he needs a few buffs, and a new neutral, and back air... After that... I believe we'll be in the final stages of this project, the, final tuning if you will, we'll play test, and figure out what needs buffs, and what needs nerfs... After it's done... This will be finished!

(Unless we find game breaking glitches much later on. :P)

Quick suggestion to OG version:
Make heartless angel attack Hit everywhere even the air :P
Make Side-B extreme spam with very few knock back but still does a bit high damage.
Every charge attack charges almost instantly
Up-B Infinite and very quick flight (really need this)

Hm... All those are pretty good for the overpowered version, save for the infinite flight... I HATE when ANY PSAs can do that, since the CPU are chicken, and stay out of reach. >_<;


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: OmegaMalkior on May 03, 2011, 07:21:43 PM
Two versions of OG version, one with infinite flight one with not >:O


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Albafika on May 03, 2011, 07:51:51 PM
Two versions of OG version, one with infinite flight one with not >:O

Yeah, and a third version of Sephiroth FIRIN HIS LAZOR! and a fourth of him throwing out a GRAPE! <.>


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: OmegaMalkior on May 03, 2011, 08:02:09 PM
How about throwing out LAZOR FIRIN GRAPES


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Albafika on May 03, 2011, 08:03:58 PM
How about throwing out LAZOR FIRIN GRAPES

Yeah! And holding Peach's umbrella while doing all that!


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: _Data_Drain_ on May 03, 2011, 08:11:11 PM
Yeah! And holding Peach's umbrella while doing all that!
*Pictures a version of the move set where instead of his trusty Masamune, he wields Peach's umbrella*

...

Okay, that would be funny honestly. XD

I'm not saying it should be done, it's just a funny thought.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Albafika on May 03, 2011, 08:16:29 PM
*Pictures a version of the move set where instead of his trusty Masamune, he wields Peach's umbrella*

...

Okay, that would be funny honestly. XD

I'm not saying it should be done, it's just a funny thought.

I should really try to attempt this, and make Sephiroth's outfit Peach color-like... hmm.. XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: _Data_Drain_ on May 03, 2011, 08:40:43 PM
I should really try to attempt this, and make Sephiroth's outfit Peach color-like... hmm.. XD
Step aside Chuck Norris, Flint, Guile, and Captain Falcon, a new manliest being is coming!  GAHAHAHAHA!!!...Okay, I won't laugh like that again. ._.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Hollow on May 03, 2011, 08:56:21 PM
*Pictures a version of the move set where instead of his trusty Masamune, he wields Peach's umbrella*

...

Okay, that would be funny honestly. XD

I'm not saying it should be done, it's just a funny thought.
Done. XD

I don't think I'll have any time to work on fast Sephy this week, being that I have an AP test on Friday.
I actually have a list of possible moves I made at school.

AAA: Same, less damage, and less lag, and third hit with a bit more knockback.

FTilt: Same, looks good.

DTilt: Same.

UTilt: Same. (Gee, so many changes)

FSmash: Same, less damage, and less lag.

USmash: Something different!!!! He shoots three fireballs upwards. Like this \|/
All do 10 damage, with moderate KB. Goes pretty fast.

DSmash: Meh, not quite sure yet. Might stay the same.

NAir: Same. Nothing really seems to fit here.

FAir: Same.

BAir: Again, nothing really fits here. Same.

DAir: Same, except with some dirt graphics.

UAir: Changing the animation, and making it have 4 quick stabs instead of a flurry of them.

Neutral B: Making it cancelable.

Side B: Same.

Up B: Way better animation, going to make something for CPUs to recover too, like maybe he jets up a little at the start.

Down B: Making it cancelable.

FThrow:

BThrow: He turns around, throws the opponent forward and up a little, then does a two handed slash.

UThrow: He holds the opponent above him with darkness for a second or two, then blasts them upward.

DThrow: He jumps up with the opponent on his sword, then shoots down and stabs his sword into the ground, sending the opponent flying.

I'm going to change his taunt so he uses his right arm to send his wing out. XD

New jumping animations. I'm going to use the ones in Dissidia.


That's what I have so far. Moves are still subject to change. All of the moves will be faster will less lag and less damage or knockback.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Albafika on May 03, 2011, 09:29:43 PM
Done. XD

I don't think I'll have any time to work on fast Sephy this week, being that I have an AP test on Friday.
I actually have a list of possible moves I made at school.

AAA: Same, less damage, and less lag, and third hit with a bit more knockback.

FTilt: Same, looks good.

DTilt: Same.

UTilt: Same. (Gee, so many changes)

FSmash: Same, less damage, and less lag.

USmash: Something different!!!! He shoots three fireballs upwards. Like this \|/
All do 10 damage, with moderate KB. Goes pretty fast.

DSmash: Meh, not quite sure yet. Might stay the same.

NAir: Same. Nothing really seems to fit here.

FAir: Same.

BAir: Again, nothing really fits here. Same.

DAir: Same, except with some dirt graphics.

UAir: Changing the animation, and making it have 4 quick stabs instead of a flurry of them.

Neutral B: Making it cancelable.

Side B: Same.

Up B: Way better animation, going to make something for CPUs to recover too, like maybe he jets up a little at the start.

Down B: Making it cancelable.

FThrow:

BThrow: He turns around, throws the opponent forward and up a little, then does a two handed slash.

UThrow: He holds the opponent above him with darkness for a second or two, then blasts them upward.

DThrow: He jumps up with the opponent on his sword, then shoots down and stabs his sword into the ground, sending the opponent flying.

I'm going to change his taunt so he uses his right arm to send his wing out. XD

New jumping animations. I'm going to use the ones in Dissidia.


That's what I have so far. Moves are still subject to change. All of the moves will be faster will less lag and less damage or knockback.

 :patrick: You actually made Sephiroth use Peach's umbrella? XD SWEET! Also, I'll have to try this one out, too. This could help giving out ideas to balance the main one for a final version.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: OmegaMalkior on May 03, 2011, 09:31:47 PM
Awww... I wanted Uair the same as it was :(


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Tasty Pumpkin Clock on May 03, 2011, 10:23:58 PM
Can you add any more wings to Sephiroth during some animations?
In Final Fantasy 7 in his final form he had six white wings and one black wing. If it's possible, he should have his seven wings during his final smash.

Wouldn't that be badass?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: DivineOverlord on May 03, 2011, 10:27:42 PM
Can you add any more wings to Sephiroth during some animations?
In Final Fantasy 7 in his final form he had six white wings and one black wing. If it's possible, he should have his seven wings during his final smash.

Wouldn't that be badass?

I could only give him 7 black wings.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Tasty Pumpkin Clock on May 03, 2011, 10:29:21 PM
That would be cool too. They're somewhat black anyway.
If people think it's a good idea of course. I'm all for it.

(http://www.ffcompendium.com/chara/7sephiroth-b.jpg)
Unrelated but this is Sephiroths second form believe it or not.

(http://www.ffcompendium.com/chara/7bizarrosephiroth-b4.jpg)


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: _Data_Drain_ on May 03, 2011, 10:58:47 PM
Actually, that one you said was his second form, is his first, the first one you showed is his second, and the final battle is... Him without his coat, and dieing in one hit, or even more humorous, him dieing when you hack the game to be able to heal... And heal him. XD

As for that idea... I think it would look cluttered on his human body... Although, if the wings could be resized, I guess it could look like his KH2 look.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Tasty Pumpkin Clock on May 03, 2011, 11:09:26 PM
Well I didn't count his final form as his actual final form, because you don't actually fight him.
So that considered what I said makes sense...

And they should be resized but not too much. Besides they only appear during his final smash.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Puraidou on May 04, 2011, 01:48:02 AM
Yeah! And holding Peach's umbrella while doing all that!
The f*ck?! XD
I can totally picture that../me thinks about it
...
HAHAHA XD
Yeah that the manliest and most epic win ever XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: BigBadBooya on May 04, 2011, 02:52:58 AM
Seven wings! That may just be a tad too much...still........hmmm......maybe.....

:af2: I think I can pull that off, heh I shall try!!!! And if I fail then i will let you know still :happy:

So you want a Safer Sephiroth FS eh? That might be really hard to pull off, but still that would be SWEET!!!



Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Hollow on May 04, 2011, 05:38:13 AM
I'm pretty sure I could make him hold her umbrella. If not by vertexing, then by graphics.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Albafika on May 04, 2011, 08:05:42 AM
I'm pretty sure I could make him hold her umbrella. If not by vertexing, then by graphics.

That'd be awesome! XD.

Seven wings for FS? I think it'd be too much work for a Final Smash, instead, other things should be worked on... The FS is fine as it is, in my opinion.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: _Data_Drain_ on May 04, 2011, 11:45:47 AM
 :srs:

Uh... I see the Roy move set from Smash Boards, that Thany is helping with, with a purple Sephiroth in that video, Pride...

...

Anyway, I say for this version of Sephiroth... No, he shouldn't be able to roll out of his charging moves, he couldn't in Dissidia, so... Yeah... I say level two could send foes down in the same direction as the meteor is falling, this way, I say it can be an edge guarding tool, and be able to kill at 170%, or a bit more, your choice. :P

And... Thinking about it... Seven wings might be interesting if done right... Although, if the Dissidia EX Burst was possible, I would have rather had that, but, this might be cool if that final smash isn't possible... I do admit, it would be hard to make a near cut scene like final smash...

... Anyway, I look forward to whatever you all have in mind. :P


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Albafika on May 04, 2011, 11:50:28 AM
:srs:

Uh... I see the Roy move set from Smash Boards, that Thany is helping with, with a purple Sephiroth in that video, Pride...

...

Anyway, I say for this version of Sephiroth... No, he shouldn't be able to roll out of his charging moves, he couldn't in Dissidia, so... Yeah... I say level two could send foes down in the same direction as the meteor is falling, this way, I say it can be an edge guarding tool, and be able to kill at 170%, or a bit more, your choice. :P

And... Thinking about it... Seven wings might be interesting if done right... Although, if the Dissidia EX Burst was possible, I would have rather had that, but, this might be cool if that final smash isn't possible... I do admit, it would be hard to make a near cut scene like final smash...

... Anyway, I look forward to whatever you all have in mind. :P

EDIT: Nevermind.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: _Data_Drain_ on May 04, 2011, 02:19:32 PM
You know, I had a thought... Forward smash doesn't need more start up lag with the faster slashes like I suggested... It can just have a faster first hit, so the other hits all connect, since it's a great spacing kill move, little start up, and pretty good for dealing with campers honestly.

Hell's Gate... I know I've said a lot about it already, but this isn't a bad point of it, it's a weakness... You can tech it, if you're hit by the first hit in the air, and hit the ground, this gives you a chance to punish Sephiroth... I still say t needs end lag, but maybe not a whole lot of it, just enough to make a reckless Sephiroth spammer have a bit of trouble short hopping, and using it, that is still a great punishing move I would think, even with end lag, it would just need to be used wisely.

Okay, NO MORE FEEDBACK from me until version 3.0, and some testing of it, plus I'm sure you're sick of hearing me ramble. :P


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Puraidou on May 04, 2011, 02:44:04 PM
Uh... I see the Roy move set from Smash Boards, that Thany is helping with, with a purple Sephiroth in that video, Pride...

Wait, it's the Roy moveset? WTF i never had roy in there.. Are you sure? O_o


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: _Data_Drain_ on May 04, 2011, 02:50:36 PM
Wait, it's the Roy moveset? WTF i never had roy in there.. Are you sure? O_o
Uhh... Yeah, it's Roy, trust me, I would know, he has the same idle stance, red trail, and, there's no animation edits, save for the idle stance, which looks very much like the early version of Roy's PSA... And anyway, even if this somehow ISN'T Roy, look at my video, and look at yours, both fight VERY different...

Plus when your Sephiroth pummels, he doesn't have you on his sword, he burns you... And his up smash is a multi hitting stab upward that BURNS you... I believe I've said enough. :P


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Hollow on May 04, 2011, 02:52:36 PM
New video plz. XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Puraidou on May 04, 2011, 02:52:48 PM
Uhh... Yeah, it's Roy, trust me, I would know, he has the same idle stance, red trail, and, there's no animation edits, save for the idle stance, which looks very much like the early version of Roy's PSA... And anyway, even if this somehow ISN'T Roy, look at my video, and look at yours, both fight VERY different...

Plus when your Sephiroth pummels, he doesn't have you on his sword, he burns you... I rest my case.

Still doesn't explain how the hell Roy got into my ISO.. A lot of people know i hate Roy and i'd never put him in.

New video plz. XD
How about you make one for a change, be happy i tried to make one >_>


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Hollow on May 04, 2011, 02:59:12 PM
I can't make videos. -____-


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Tasty Pumpkin Clock on May 04, 2011, 03:15:50 PM
What do we want a video of?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Puraidou on May 04, 2011, 03:18:33 PM
What do we want a video of?
This

New video plz. XD
How about you make one for a change, be happy i tried to make one >_>
I can't make videos. -____-
That should explain X3


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: _Data_Drain_ on May 04, 2011, 03:19:49 PM
What do we want a video of?
Quite indeed, what is there a need for a video for? I made two videos with this move set, and will not make another one until version 3.0.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Puraidou on May 04, 2011, 03:21:10 PM
Quite indeed, what is there a need for a video for? I made two videos with this move set, and will not make another one until version 3.0.
*cough*1080P*cough* :P Sorry couldn't resist.
But seriously though, a 1080P shows the moves i much higher quality AND can show any glitch or bug or whatever quicker


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Tasty Pumpkin Clock on May 04, 2011, 03:37:04 PM
When version 3 comes out I'll make a 1080p video, showcasing his moves one after another.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Puraidou on May 04, 2011, 03:55:38 PM
When version 3 comes out I'll make a 1080p video, showcasing his moves one after another.
I'll be making a video of my own for it as well.

Speaking of Video. I'm recording the OP version.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Tasty Pumpkin Clock on May 04, 2011, 03:58:22 PM
Balanced version for me.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Puraidou on May 04, 2011, 03:59:37 PM
Sorry i ment OG and OP + i'm recording the 2,99 right now.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: _Data_Drain_ on May 04, 2011, 06:14:43 PM
*cough*1080P*cough* :P Sorry couldn't resist.
But seriously though, a 1080P shows the moves i much higher quality AND can show any glitch or bug or whatever quicker
Your ego is showing... Blatantly, and your videos lag more then mine. =P
Anyway... I have a video idea I want to do with version 3...

Also, I say the sour spot on Octoslash should kill at some percentage, it seems weird for me, Octoslash is one of Sephiroth's best HP moves in Dissidia, if you were caught in it, it would knock your HP down, I'd say it could kill with the sour spot at around... 150% or so.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Tasty Pumpkin Clock on May 04, 2011, 06:38:42 PM
Unless it's made so that it's hard to escape from it, it should have increased damage.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: _Data_Drain_ on May 04, 2011, 06:59:29 PM
Unless it's made so that it's hard to escape from it, it should have increased damage.
Yeah, and I noticed... Well, I have no idea if a broken foe is a good example, but I was fighting KJP's Ice Master Sareena, and I noticed she simply jumped very slightly over the first hit of Octoslash, and... Killed me... Annoying broken PSAs... <_<;

However, I have beaten her with Sephiroth, and I plan on fighting her with version 3.
Though, the texture I used was NOT Sareena's, lets just say... I was fighting a certain "baka"...

One more thing! Man! His recovery is rather unsafe, it doesn't snap to the ledges... So, you have to either, fly over your foe, or stick close to the ledge, and neither are exactly safe.

Though, on a random note, Sephiroth can be a pretty good cheap character killer, since his level three meteor seems to have an easy time hitting them... Since they like to camp with their jumps... <_<


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Tasty Pumpkin Clock on May 04, 2011, 08:11:07 PM
Hmmm I was playing with him just now... he seems just a little bit underpowered. I mean it's well balanced I just think his moves should have 1-3% more damage on them.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Hollow on May 04, 2011, 08:25:52 PM
Yeah, and I noticed... Well, I have no idea if a broken foe is a good example, but I was fighting KJP's Ice Master Sareena, and I noticed she simply jumped very slightly over the first hit of Octoslash, and... Killed me... Annoying broken PSAs... <_<;

However, I have beaten her with Sephiroth, and I plan on fighting her with version 3.
Though, the texture I used was NOT Sareena's, lets just say... I was fighting a certain "baka"...

One more thing! Man! His recovery is rather unsafe, it doesn't snap to the ledges... So, you have to either, fly over your foe, or stick close to the ledge, and neither are exactly safe.

Though, on a random note, Sephiroth can be a pretty good cheap character killer, since his level three meteor seems to have an easy time hitting them... Since they like to camp with their jumps... <_<
Oh, I can make him grab ledges.
On the to do list.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: _Data_Drain_ on May 04, 2011, 08:50:02 PM
Oh, I can make him grab ledges.
On the to do list.
Ah, good, he needs that, and also slower flight, kinda like that Drago Yoshi SDo0m made, this would make him more legit feeling.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Hollow on May 04, 2011, 08:58:11 PM
Alright. Actually, I can do that right now. Hang on a sec.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Albafika on May 04, 2011, 11:45:07 PM
Playing CPUs is not a good way to determine if it's balanced or not, though.

I say we wait for V3 to give feedback as how to balance him.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: _Data_Drain_ on May 04, 2011, 11:59:54 PM
Playing CPUs is not a good way to determine if it's balanced or not, though.

I say we wait for V3 to give feedback as how to balance him.
True enough, I would have to play against someone to properly give feedback...

But yeah, I'm gonna wait until version 3 before I give anymore feedback.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Tasty Pumpkin Clock on May 05, 2011, 12:02:10 AM
Divine what still needs to be done for V.3?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Puraidou on May 05, 2011, 03:15:15 AM
http://www.youtube.com/watch?v=yIfXz_YC_zc

Note it's the OP version! Big stage, lots of damage and nice Sephiroth :P


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Hollow on May 05, 2011, 05:02:52 AM
[url]http://www.youtube.com/watch?v=yIfXz_YC_zc[/url]

Note it's the OP version! Big stage, lots of damage and nice Sephiroth :P

D:

WHAT STAGE IS THAT?! I WANT!!

Great video, too. Much better than I could have done. XD

(Well, obviously, it's Metaknight's ship, but where can I get it?)

Edit: lol I heard King Bulbin sfx in the second stage.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Puraidou on May 05, 2011, 05:37:55 AM
WHAT STAGE IS THAT?! I WANT!!
Great video, too. Much better than I could have done. XD
(Well, obviously, it's Metaknight's ship, but where can I get it?)
Edit: lol I heard King Bulbin sfx in the second stage.

Halberd: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=16815
I recorded it back then cause i really liked it, so i gave it to him as well. So this is the 2nd video with this stage xD


btw, does heartless angel only work once a match? Cause tlink got hit once but every other time he didnt get hit.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: SiLeNtDo0m on May 05, 2011, 10:41:43 AM
Ah, good, he needs that, and also slower flight, kinda like that Drago Yoshi SDo0m made, this would make him more legit feeling.

Trust me when I say that that kind of flight only looks good when he is flapping his wing.  Otherwise, it looks really quite odd (more so than it does now).  I tried out it in before a while ago, but it didn't look or feel right because he was doing this smooth movement but his body and wing were still.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Tasty Pumpkin Clock on May 05, 2011, 12:43:15 PM
Heartless Angel works more then once per match.
Also that stage is EPIC.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Hollow on May 05, 2011, 02:12:47 PM
Halberd: [url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=16815[/url]
I recorded it back then cause i really liked it, so i gave it to him as well. So this is the 2nd video with this stage xD


btw, does heartless angel only work once a match? Cause tlink got hit once but every other time he didnt get hit.

Heartless angel only hits if the opponent is on the ground, which is why the move is so easily avoided. Just jump, or hit Sephiroth.

Also, Holy [censored]!!!! The stage is enormous!!!! I love giant places to fight!!!

Know any more? :af:


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: _Data_Drain_ on May 05, 2011, 02:52:02 PM
Trust me when I say that that kind of flight only looks good when he is flapping his wing.  Otherwise, it looks really quite odd (more so than it does now).  I tried out it in before a while ago, but it didn't look or feel right because he was doing this smooth movement but his body and wing were still.
Hm... You know, I kinda wonder if it is possible to make his wing flap? I must admit, it would make the move a lot better...

Although, I also kinda liked the idea of at one point him having Heaven's Light as an up B, like a slower start up Marth up B (though a different animation, since it didn't look exactly like Marth's), but in exchange for the slower execution, it would have more power... But, eh, whatever, I don't mind whatever is done, as long as the final product is great. :P


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Hollow on May 05, 2011, 02:54:55 PM
Hm... You know, I kinda wonder if it is possible to make his wing flap? I must admit, it would make the move a lot better...

Although, I also kinda liked the idea of at one point him having Heaven's Light as an up B, like a slower start up Marth up B, but in exchange for the slower execution, it would have more power... But, eh, whatever, I don't mind whatever is done, as long as the final product is great. :P
I can make the wing flap. Or just use the original yoshi wing animation.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: _Data_Drain_ on May 05, 2011, 02:55:49 PM
I can make the wing flap. Or just use the original yoshi wing animation.
Okay, that would look good then. :P


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Albafika on May 05, 2011, 02:59:04 PM
Hm... You know, I kinda wonder if it is possible to make his wing flap? I must admit, it would make the move a lot better...

Although, I also kinda liked the idea of at one point him having Heaven's Light as an up B, like a slower start up Marth up B (though a different animation, since it didn't look exactly like Marth's), but in exchange for the slower execution, it would have more power... But, eh, whatever, I don't mind whatever is done, as long as the final product is great. :P

I'm all into this, I kinda hate that he flyes to be honest... I mean, he never really relied on his wings (Only in Advent Children's ending) but if it can be made so it looks decent, then it's fine. Also, Neutral B charge is Black Materia attack (From Dissidia) or Meteor?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Hackingstar on May 05, 2011, 02:59:58 PM
It's Black Materia.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Hollow on May 05, 2011, 03:00:15 PM
I'm all into this, I kinda hate that he flyes to be honest... I mean, he never really relied on his wings (Only in Advent Children's ending) but if it can be made so it looks decent, then it's fine. Also, Neutral B charge is Black Materia attack (From Dissidia) or Meteor?
Then what should he do for a recovery?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Albafika on May 05, 2011, 03:01:27 PM
Then, the charging ball should be smaller, in my opinion, from the first charge to the second charge it'd only get more glow on it, and for the third charge too, but not size increasing. That's what I think, though.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Tasty Pumpkin Clock on May 05, 2011, 03:04:00 PM
Perhaps his Up-B in the air should be his flight and Up-B on the ground should be "Heaven's Light".


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: _Data_Drain_ on May 05, 2011, 03:07:38 PM
I'm all into this, I kinda hate that he flyes to be honest... I mean, he never really relied on his wings (Only in Advent Children's ending) but if it can be made so it looks decent, then it's fine. Also, Neutral B charge is Black Materia attack (From Dissidia) or Meteor?
Yeah, as Hackingstar said, it's Black Materia, I just have an easier time typing Meteor. :P

But yeah, his wing was only used in the ending of Advent Children, the Kingdom Hearts games, and his EX mode in both Dissidia games... Unless I'm missing something, he may have used it in CC, but... I haven't played that yet, so I have no idea, all I remember is, he had four crystals, and I was reminded of Culex from SMRPG. XD

Then, the charging ball should be smaller, in my opinion, from the first charge to the second charge it'd only get more glow on it, and for the third charge too, but not size increasing. That's what I think, though.
I made a suggestion like that too, but I have no idea if it's possible, in Dissidia, the first charge is green, then purple, then Sephiroth has an aura of electricity in the final charge.

Perhaps his Up-B in the air should be his flight and Up-B on the ground should be "Heaven's Light".
Hm... Not sure... On one hand, it would give him one more kill move, on the other hand, as I recall, it was a move that was only possible to do in the air in Dissidia...


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Albafika on May 05, 2011, 03:12:18 PM
Yeah, as Hackingstar said, it's Black Materia, I just have an easier time typing Meteor. :P

But yeah, his wing was only used in the ending of Advent Children, the Kingdom Hearts games, and his EX mode in both Dissidia games... Unless I'm missing something, he may have used it in CC, but... I haven't played that yet, so I have no idea, all I remember is, he had four crystals, and I was reminded of Culex from SMRPG. XD


Sephiroth never shows his wings on Crisis Core, he never reached that Stage, unlike Genesis and Angeal (The other 2 First-Class Soldiers)

Hm... Not sure... On one hand, it would give him one more kill move, on the other hand, as I recall, it was a move that was only possible to do in the air in Dissidia...


Exactly this, and even so, I'm all into this (Sephiroth having Heaven's Light as Up B instead of Flying) I think it'd be more easy to handle than perfecting the wins flapping to match and be balanced.

Then what should he do for a recovery?


This is the Up B I was referring to, Hollow (Heaven's Light): "CLICK" (http://www.youtube.com/watch?v=EYOH2Ne8TAs#t=0m18s)

I made a suggestion like that too, but I have no idea if it's possible, in Dissidia, the first charge is green, then purple, then Sephiroth has an aura of electricity in the final charge.

I didn't notice it was like this. But even if it can't be like this, he should show the Sphere with a glow around, instead of a purple ball growing sizes, if possible, of course. It'd look more accurated!


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Hollow on May 05, 2011, 03:22:59 PM
I made a suggestion like that too, but I have no idea if it's possible, in Dissidia, the first charge is green, then purple, then Sephiroth has an aura of electricity in the final charge.

Yeah, it's possible. Just replace the graphics.

This is the Up B I was referring to, Hollow (Heaven's Light):

[url]http://www.youtube.com/watch?v=EYOH2Ne8TAs#t=0m18s[/url]

Seems simple enough.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Albafika on May 05, 2011, 03:28:52 PM
Seems simple enough.

not sure about you guys, but I'd LOVE to have this instead of the actual Up B, at least in an alternated version or something. XD

And if the Black Materia thingy could be made, that'd be one step closer to perfection.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Hollow on May 05, 2011, 03:30:04 PM
I'll do it in my fast version.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: DivineOverlord on May 05, 2011, 04:53:18 PM
I already have the Heaven's Light animation. That can easily be used for the up special on ground.



Right now, I'm working on a secret project with BBB. I cannot give the details now but its gonna be one of the greatest PSA's Ever!!! in my opinion. XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: _Data_Drain_ on May 05, 2011, 04:57:33 PM
I already have the Heaven's Light animation. That can easily be used for the up special on ground.



Right now, I'm working on a secret project with BBB. I cannot give the details now but its gonna be one of the greatest PSA's Ever!!! in my opinion. XD

Well, but again, Heaven's Light is only usable in the air in Dissidia... Plus, thinking about it, this would also solve the Artificial Idiocy in his AI with recovering. :P

...

And a secret project eh? Is it balanced, or broken?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Albafika on May 05, 2011, 04:58:57 PM
Yeah, my vote is on removing Flying Up B and having Heaven's Light instead, at least in the Balanced Version. What do you guys think?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: DivineOverlord on May 05, 2011, 05:05:56 PM
Well, but again, Heaven's Light is only usable in the air in Dissidia... Plus, thinking about it, this would also solve the Artificial Idiocy in his AI with recovering. :P

...

And a secret project eh? Is it balanced, or broken?

He's Balanced. He's the only hero in the FF series who died....cant give anymore hints XD



Yeah, my vote is on removing Flying Up B and having Heaven's Light instead, at least in the Balanced Version. What do you guys think?

I wish I could put a poll up on this topic. Perhaps it will just be easier to have two versions. One with flight as a up special and the other as heavens Light. I honestly prefer heavens Light since the current one cant lach on edges.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Albafika on May 05, 2011, 05:09:53 PM
He's Balanced. He's the only hero in the FF series who died....cant give anymore hints XD



I wish I could put a poll up on this topic. Perhaps it will just be easier to have two versions. One with flight as a up special and the other as heavens Light. I honestly prefer heavens Light since the current one cant lach on edges.

Omfg, Tidus? (Or Zack, he's considered a "hero", too. XD)

And yeah, I totally would love to have 2 versions, I suggested it, but thought it'd be complicated, but if you're up to it, go ahead!


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: DivineOverlord on May 05, 2011, 05:14:09 PM
Omfg, Tidus? (Or Zack, he's considered a "hero", too. XD)

And yeah, I totally would love to have 2 versions, I suggested it, but thought it'd be complicated, but if you're up to it, go ahead!

nah, its not complicated. hehe




Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Hackingstar on May 05, 2011, 05:18:31 PM
i'm with wolfric i think it's Zack. it's Zack Fair isn't it divine?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Albafika on May 05, 2011, 05:20:35 PM
nah, its not complicated. hehe




Sweet! Though, not too much range on it, I'd say.. Exactly as Data Drain suggested earlier..:

I also kinda liked the idea of at one point him having Heaven's Light as an up B, like a slower start up Marth up B (though a different animation, since it didn't look exactly like Marth's), but in exchange for the slower execution, it would have more power...

What do you think? In my opinion, it'd be a decent Up B, not the BEST in vBrawl, but really good.

And did I say who is the PSA of or not? Those 2 are the only heroes I can think of atm that have died. (And by hero, I understand you mean the main character, right? 'Cause if not, the roster increases... xD)


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: DivineOverlord on May 05, 2011, 05:28:03 PM
Sweet! Though, not too much range on it, I'd say.. Exactly as Data Drain suggested earlier..:

What do you think? In my opinion, it'd be a decent Up B, not the BEST in vBrawl, but really good.

And did I say who is the PSA of or not? Those 2 are the only heroes I can think of atm that have died. (And by hero, I understand you mean the main character, right? 'Cause if not, the roster increases... xD)

hmm maybe. I cant say lol


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: _Data_Drain_ on May 05, 2011, 05:28:53 PM
I wish I could put a poll up on this topic. Perhaps it will just be easier to have two versions. One with flight as a up special and the other as heavens Light. I honestly prefer heavens Light since the current one cant lach on edges.
And yeah, that could work, I would rather have Heaven's Light as an up B anyway, this would make him also gimpable, and at the same time, have a better recovery... If that makes sense, what I mean is, his current up B is easy to control, but it can't snap to ledges...

Heavens Light would also benefit the AI, since it's used to a shooting upward recovery.

Sweet! Though, not too much range on it, I'd say.. Exactly as Data Drain suggested earlier..:

What do you think? In my opinion, it'd be a decent Up B, not the BEST in vBrawl, but really good.

And did I say who is the PSA of or not? Those 2 are the only heroes I can think of atm that have died. (And by hero, I understand you mean the main character, right? 'Cause if not, the roster increases... xD)
Heh, I was thinking Zack, but Tidus would fit that bill too. :P


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: DivineOverlord on May 05, 2011, 05:31:45 PM
^ Alrighty, I'm kinda working on 4 PSA's at one time. Super Mario, Dark Samus DO style, Secret Project FF Hero Reincarnate, and Sephy.



 :o this topic got over 1000 replies.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: _Data_Drain_ on May 05, 2011, 05:33:49 PM
^ Alrighty, I'm kinda working on 4 PSA's at one time. Super Mario, Dark Samus DO style, Secret Project FF Hero Reincarnate, and Sephy.
Okay... Suddenly, I hope it's Tidus... In a chat, Aafyre said he might get motivated to hack again if it's Tidus. O_O


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Albafika on May 05, 2011, 05:34:36 PM
And yeah, that could work, I would rather have Heaven's Light as an up B anyway, this would make him also gimpable, and at the same time, have a better recovery... If that makes sense, what I mean is, his current up B is easy to control, but it can't snap to ledges...

Heavens Light would also benefit the AI, since it's used to a shooting upward recovery.

Yeah, and having it like Marth's on range would be totally balanced and well fitting, I'd love it, at least.

Heh, I was thinking Zack, but Tidus would fit that bill too. :P

Those two are the only ones that fit this description. And if it's Zack, I'd suggest doing it over Ike seeing that BeyondYou's making Zack's vertex one of these days, and knowing his skills as Vertexer, I KNOW it'd turn out as accurated as possible (I'm not saying the Zack over Marth is bad, I just hate it 'cause it's KH version... Too...thin.. on the other hand, Beyond would be making the greatest Zack, which is the older version of him). OF COURSE, this is a suggestion if it turns out to be Zack, I've love it whoever it goes over, either way. XD

I think it's Tidus, though. <.>

^ Alrighty, I'm kinda working on 4 PSA's at one time. Super Mario, Dark Samus DO style, Secret Project FF Hero Reincarnate, and Sephy.



 :o this topic got over 1000 replies.

You work too much on PSAs, I bet you love playing as them after done. XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: DivineOverlord on May 05, 2011, 05:39:26 PM
Yeah, and having it like Marth's on range would be totally balanced and well fitting, I'd love it, at least.

Those two are the only ones that fit this description. And if it's Zack, I'd suggest doing it over Ike seeing that BeyondYou's making Zack's vertex one of these days, and knowing his skills as Vertexer, I KNOW it'd turn out as accurated as possible (I'm not saying the Zack over Marth is bad, I just hate it 'cause it's KH version... Too...thin.. on the other hand, Beyond would be making the greatest Zack, which is the older version of him). OF COURSE, this is a suggestion if it turns out to be Zack, I've love it whoever it goes over, either way. XD

I think it's Tidus, though. <.>


Tomorrow, I'll release the next update. Thanks to BBB we now have a better wait animation and he also made a run animation that is reflected on FF dissidea (how the hell do you spell it? lol)


Well Tidus never did died, he was a dream. He came back in FFX-2 when you get 100% completion. That's all I can say. REINCARNATION ? ????????????????????????????? You'll see soon enough, this project sparked my interest and I will expedite it ;D


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Aafyre on May 05, 2011, 05:44:11 PM
If I understand Final Fantasy 8's storyline at all (which I probably don't), I'm pretty sure Squall dies at the end, then time loops back to before the game started and repeats infinitely.

This definitely makes it seem like he dies at least:
http://www.youtube.com/watch?v=xK6zp3ospF0


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Hollow on May 05, 2011, 05:47:20 PM
You work too much on PSAs, I bet you love playing as them after done. XD
I actually enjoy working on them more than playing them, ironically enough.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: DivineOverlord on May 05, 2011, 06:14:38 PM
If I understand Final Fantasy 8's storyline at all (which I probably don't), I'm pretty sure Squall dies at the end, then time loops back to before the game started and repeats infinitely.

This definitely makes it seem like he dies at least:
[url]http://www.youtube.com/watch?v=xK6zp3ospF0[/url]


The ending is confusing. I thought the light brought him back to life. Did squall really die too?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: xZedkiel on May 05, 2011, 06:15:30 PM
Nobody knows if he's gonna do him on Ike or Marth lol. Besides, there's already a vertex for Zack on Marth, and Micaiah is gonna edit it to look like his Crisis Core version instead of Kingdom Hearts body.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Hollow on May 05, 2011, 06:16:05 PM
The ending is confusing. I thought the light brought him back to life. Did squall really die too?
This proves it's not Squall. (In case you try again)


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Albafika on May 05, 2011, 06:23:12 PM
I actually enjoy working on them more than playing them, ironically enough.

<.<;

This proves it's not Squall. (In case you try again)

Ninja'ed D:

Nobody knows if he's gonna do him on Ike or Marth lol. Besides, there's already a vertex for Zack on Marth, and Micaiah is gonna edit it to look like his Crisis Core version instead of Kingdom Hearts body.

Even so, I still think Beyond would make it more accurated... Not offending Micaiah, of course, I LOVE her work, but Beyond's work is way more accurated. Still, anywhere's fine, as long as the Vertex' sweet. XD

But I doubt it's Zack. <.>

Divine, the project is a Hero of FF (The FF 1 to XIII, or also games like FFTactics/FF Christal Chronicles?), and by this you mean a protagonist? (Main character)


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: xZedkiel on May 05, 2011, 08:15:58 PM
Okay I confirmed it, Beyond will make Zack on Ike. ^_^


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Tasty Pumpkin Clock on May 05, 2011, 08:39:36 PM
How about he uses Heavens Light but when he has his Wing out he flies?
Since the CPU's don't play with his wing out they'd use Heaven's Light, and he wouldn't have a wing in only one of his animations.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Albafika on May 05, 2011, 08:50:40 PM
That'd be complicated, it's better to have 2 versions, it's simplier.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: xZedkiel on May 05, 2011, 08:59:08 PM
That'd be complicated, it's better to have 2 versions, it's simplier.
^This


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Thundaga_T2 on May 05, 2011, 10:22:00 PM
To those who arent sure, Squall does not die at the end of FF8, nor does anyone else in his party. The weird stuff that happens in the end movie is just time returning to its normal state, since time was compressed by Ultimecia. After Ultimecia's collapse the time starts to revert back into its original form and Squall and his friends must find their way back to their own time. Ultimecia and Squall end up traveling back in time to Edea's Orphanage, to a time when Squall was only a child and the Garden hadn't been built yet. Squall witnesses Ultimecia passing her Sorceress Power on to the Edea of the past before she fades away. Squall speaks with Edea and mentions Garden and the SeeD. Edea is puzzled as she's never heard of them, and Squall realises he has traveled too far back in time and enters back into the compressed time.

Squall finds himself in a featureless, desert-like state of limbo that is gradually slipping into nothingness. Squall tries to concentrate on Rinoa to make his way back home, but unable to recall his memories of Rinoa's face, Squall resigns himself to his fate of being trapped in this dimension. In the present era, Rinoa waiting for Squall at the flower field at Edea's Orphanage where they had promised to meet if ever parted. Possibly using her Sorceress Powers, Rinoa is able to jump back to the time compressed world, where she finds Squall unconscious on the ground and brings him back to the real world.

Sorry for all that, but this should clear that up hopefully.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Tasty Pumpkin Clock on May 05, 2011, 11:14:40 PM
Would it really be that complicated? I mean then we could have both moves....


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Thundaga_T2 on May 05, 2011, 11:50:22 PM
Would it really be that complicated? I mean then we could have both moves....
^I agree with this, keep both moves, maybe since you have a taunt that brings his wing out, maybe the up+B could be flight when its out, and Heavens Light when its not out. How does that sound?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Tasty Pumpkin Clock on May 05, 2011, 11:55:03 PM
XD That's what I said.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Thundaga_T2 on May 05, 2011, 11:58:56 PM
XD That's what I said.
lol *facepalm* i did not see that XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: DivineOverlord on May 06, 2011, 12:00:59 AM
To those who arent sure, Squall does not die at the end of FF8, nor does anyone else in his party. The weird stuff that happens in the end movie is just time returning to its normal state, since time was compressed by Ultimecia. After Ultimecia's collapse the time starts to revert back into its original form and Squall and his friends must find their way back to their own time. Ultimecia and Squall end up traveling back in time to Edea's Orphanage, to a time when Squall was only a child and the Garden hadn't been built yet. Squall witnesses Ultimecia passing her Sorceress Power on to the Edea of the past before she fades away. Squall speaks with Edea and mentions Garden and the SeeD. Edea is puzzled as she's never heard of them, and Squall realises he has traveled too far back in time and enters back into the compressed time.

Squall finds himself in a featureless, desert-like state of limbo that is gradually slipping into nothingness. Squall tries to concentrate on Rinoa to make his way back home, but unable to recall his memories of Rinoa's face, Squall resigns himself to his fate of being trapped in this dimension. In the present era, Rinoa waiting for Squall at the flower field at Edea's Orphanage where they had promised to meet if ever parted. Possibly using her Sorceress Powers, Rinoa is able to jump back to the time compressed world, where she finds Squall unconscious on the ground and brings him back to the real world.

Sorry for all that, but this should clear that up hopefully.


oh that's interesting!!!. Thanks for posting this ;D

Would it really be that complicated? I mean then we could have both moves....

we can keep both. I'll put it as this:

if wings arn't out. Heavens Light
If wings are out. Flight.

simple stuff XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Tasty Pumpkin Clock on May 06, 2011, 12:06:10 AM
There ya go Wolfric/xZedkiel. From the man himself, simple.
Looking forward to it!


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Albafika on May 06, 2011, 06:37:09 AM
I don't like it. It's too much for a Balanced vBrawl Sephy to have 2 diferent Up Bs in a set, this is the reason why I was against it from the beginning. <_<


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Puraidou on May 06, 2011, 06:43:58 AM
I don't like it. It's too much for a Balanced vBrawl Sephy to have 2 diferent Up Bs in a set, this is the reason why I was against it from the beginning. <_<

Balanced:
if wings arn't out. Heavens Light
If wings are out. Heavens Light

OP:
if wings arn't out. Heavens Light
If wings are out. Flight.

OG:
if wings arn't out. Heavens Light
If wings are out. Flight.


Though i do prefer a fast up B over flight to be honest


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Albafika on May 06, 2011, 06:46:41 AM
Balanced:
if wings arn't out. Heavens Light
If wings are out. Heavens Light

OP:
if wings arn't out. Heavens Light
If wings are out. Flight.

OG:
if wings arn't out. Heavens Light
If wings are out. Flight.


Though i do prefer a fast up B over flight to be honest

Of course, Vish!=P

Or just alternated versions of Up B as wings / Up B as Heaven's Light.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Puraidou on May 06, 2011, 06:49:08 AM
Of course, Vish!=P
Or just alternated versions of Up B as wings / Up B as Heaven's Light.
That would be easier to do but that would mean 6 files in 1 download, i'd prefer that though xD
Oh you xD


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Albafika on May 06, 2011, 06:52:14 AM
That would be easier to do but that would mean 6 files in 1 download, i'd prefer that though xD
Oh you xD

OP and OG wouldn't need this, only Balanced would, in my opinion, so reduce that number to 4, Vish. XDBut I've done nothing, yet. XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Puraidou on May 06, 2011, 06:54:24 AM
OP and OG wouldn't need this, only Balanced would, in my opinion, so reduce that number to 4, Vish. XDBut I've done nothing, yet. XD
I'd prefer the faster UP B but that's up to DO.
Your probably laughing at your screen right now, aren't you? xD


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Albafika on May 06, 2011, 07:01:26 AM
I'd prefer the faster UP B but that's up to DO.
Your probably laughing at your screen right now, aren't you? xD

I meant, OP and OG would go with both UP Bs, and Balanced would have 2 versions with each Up B. Hmm, not really... Well, yes, a little bit. XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Rayn on May 06, 2011, 07:45:37 AM
This is starting to make my brain hurt >.<


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: _Data_Drain_ on May 06, 2011, 12:07:24 PM
Balanced:
if wings arn't out. Heavens Light
If wings are out. Heavens Light

OP:
if wings arn't out. Heavens Light
If wings are out. Flight.

OG:
if wings arn't out. Heavens Light
If wings are out. Flight.


Though i do prefer a fast up B over flight to be honest
Sounds about right, I'd say he wouldn't need two up Bs for the balanced version, for one reason, why would you use Heaven's Light to recover, when you can quickly taunt, and then fly?

Yeah... I'd go with Heaven's Light, it would have slowish start up, but have pretty good knock back, maybe even enough to kill at a high percentage... Well? It was a kill move in Dissidia, and with slow start up, and some end lag, it could still be a kill move I think.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Albafika on May 06, 2011, 12:09:31 PM
Sounds about right, I'd say he wouldn't need two up Bs for the balanced version, for one reason, why would you use Heaven's Light to recover, when you can quickly taunt, and then fly?

Yeah... I'd go with Heaven's Light, it would have slowish start up, but have pretty good knock back, maybe even enough to kill at a high percentage... Well? It was a kill move in Dissidia, and with slow start up, and some end lag, it could still be a kill move I think.

It could have the Knockback Marth's Up B have at the beginning of it, but unlike Marth's, it'd have that knockback on it all.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: _Data_Drain_ on May 06, 2011, 12:12:04 PM
It could have the Knockback Marth's Up B have at the beginning of it, but unlike Marth's, it'd have that knockback on it all.
Yeah! Marth's up B can kill, if you hit with the tip of it, Sephiroth's could have similar knock back as the tip, except with the whole thing, rather then just the very tip of it, and of course it would have better range, but at the price of being slower, and having more end lag.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Albafika on May 06, 2011, 12:14:11 PM
Yeah! Marth's up B can kill, if you hit with the tip of it, Sephiroth's could have similar knock back as the tip, except with the whole thing, rather then just the very tip of it, and of course it would have better range, but at the price of being slower, and having more end lag.

And the end lag could be as Marth's UP's End lag (Freefall and a while to start descending as Marth's)


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: _Data_Drain_ on May 06, 2011, 12:22:34 PM
And the end lag could be as Marth's UP's End lag (Freefall and a while to start descending as Marth's)
Yeah, that could work actually, since the start up time would be a bit risky in itself, it wouldn't need too much end lag.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Thundaga_T2 on May 06, 2011, 01:06:51 PM
Yeah, that could work actually, since the start up time would be a bit risky in itself, it wouldn't need too much end lag.
I guess thats good then, since you dont need to worry about hitting with the beginning of it like Marth's. Should it have vertical knockback or horizontal like Marth's? And how long will the hitbox stay out? Also, will it be the same length (recovery distance) as Marth's, or longer/shorter?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Albafika on May 06, 2011, 01:09:21 PM
I guess thats good then, since you dont need to worry about hitting with the beginning of it like Marth's. Should it have vertical knockback or horizontal like Marth's? And how long will the hitbox stay out? Also, will it be the same length (recovery distance) as Marth's, or longer/shorter?

 I'd prefer if it was the same, Sephiroth's jumps are VERY good, so he won't be lacking with this distance..


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: _Data_Drain_ on May 06, 2011, 01:20:04 PM
I guess thats good then, since you dont need to worry about hitting with the beginning of it like Marth's. Should it have vertical knockback or horizontal like Marth's? And how long will the hitbox stay out? Also, will it be the same length (recovery distance) as Marth's, or longer/shorter?
I'd prefer if it was the same, Sephiroth's jumps are VERY good, so he won't be lacking with this distance..
I'd honestly say... Vertical knock back, I just tested it in Dissidia, and it made Kefka hit the ceiling... And actually, Sephiroth doesn't fall immediately, he spins a bit in place, then falls... I should find a video of it... Unless DO has one?

And yeah, about Marth's height should work out fine.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Albafika on May 06, 2011, 02:01:16 PM
I'd honestly say... Vertical knock back, I just tested it in Dissidia, and it made Kefka hit the ceiling... And actually, Sephiroth doesn't fall immediately, he spins a bit in place, then falls... I should find a video of it... Unless DO has one?

And yeah, about Marth's height should work out fine.

If it's Vertical, the knockback shouldn't be so much, I'll think about this a while as to how much should it have.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Tasty Pumpkin Clock on May 06, 2011, 02:11:07 PM
I don't know what Divine is planning but I'm fine as long as there's at least a separate balanced version in which you can switch to flight with his wings out.

As for "Heaven's Light" to my understanding it will knock the opponent upwards, has the speed and height of Marth's Up-B, he won't fall immediately. How much knock back will it have?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: _Data_Drain_ on May 06, 2011, 02:27:07 PM
I don't know what Divine is planning but I'm fine as long as there's at least a separate balanced version in which you can switch to flight with his wings out.

As for "Heaven's Light" to my understanding it will knock the opponent upwards, has the speed and height of Marth's Up-B, he won't fall immediately. How much knock back will it have?
You have to remember, he'll have start up lag for that move, like a half a second or more, and then have end lag right after the move is done, then free fall, so it's laggy, and easy to see coming as an attack...

So, once again, it's a move you wouldn't use often as anything else but a recovery, and even then, it takes a bit to start it up, and if he somehow misses the ledge, he could be punished for it...


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Tasty Pumpkin Clock on May 06, 2011, 02:42:56 PM
So because of all the lag it will still be a decent killing move then?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Albafika on May 06, 2011, 02:46:29 PM
So because of all the lag it will still be a decent killing move then?

That's not the actual goal, it'd be a killing move as Marth's Up B is, but this one will have a bit more start up lag and a bit less knockback considering it'll have the same killing power on every hit box of it, so in the end, VERY situational, and mostly recovery only.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Tasty Pumpkin Clock on May 06, 2011, 02:51:20 PM
Hmm... Sephiroth is seeming more and more underpowered then balanced.
What's the advantage to having it then? There has to be SOME advantage right?
I mean if the move sucks in every other way it might as well be able to kill if you can use it.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Albafika on May 06, 2011, 02:56:44 PM
Hmm... Sephiroth is seeming more and more underpowered then balanced.
What's the advantage to having it then? There has to be SOME advantage right?
I mean if the move sucks in every other way it might as well be able to kill if you can use it.

The move sucks as most of vBrawl's Up B, why? Because it's for recovering. Also, as of now 2 versions will be made, one with flying and this one, you can pick whichever you prefer, but I, at least, feel this one fits more. Sephiroth flying was nice, but ungimpable.

Also, we stated after v3 comes out, we'll start tweaking Sephiroth up (Buffing/nerfing) 'til it feels balanced.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Tasty Pumpkin Clock on May 06, 2011, 03:14:29 PM
Fair enough, as long as it at least does more damage then Marth's Up-B. Most of Brawl's Up-B's at least can do damage.

And I'm hoping for a balanced version that can switch between the two recoveries with his down taunt, like the other versions.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: _Data_Drain_ on May 06, 2011, 04:13:32 PM
Fair enough, as long as it at least does more damage then Marth's Up-B. Most of Brawl's Up-B's at least can do damage.

And I'm hoping for a balanced version that can switch between the two recoveries with his down taunt, like the other versions.
I'd say it would do good damage, I mean... It was a HP move in Dissidia, so I would think it would be somewhat powerful in Brawl... Plus, since it's a bit slow on start up... You might be able to bait your foe into it after a bit of poking with quick moves, I guess you can use it in a mind game maybe.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Hollow on May 06, 2011, 04:31:22 PM
Guys, don't worry about Heaven's light. I'll take care of it.


Also, the CPU can take the wing out, derp.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Tasty Pumpkin Clock on May 07, 2011, 01:03:24 PM
Yeah but they often don't.
Edit: Btw is the update today?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Hackingstar on May 07, 2011, 01:13:45 PM
Yeah but they often don't.
Edit: Btw is the update today?

he (Divine) said it was yesterday but he must've been busy with exams or something yesterday
Impatient side: he only said it cuz he lies! he's never honest!
ok dude get OUT of my brain now
Impatient side: *duplicate comes out of me* hmph *walks away*
phew now im one person again XD

*EDIT* b4 he said the update will be released on the weekend then he said on thursday the update will be released on friday. but he must've had exams, homework, etc that day (yesterday) so it probably will be released today or tomorrow.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Tasty Pumpkin Clock on May 07, 2011, 01:57:56 PM
^
Probably = Hopefully


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Hollow on May 07, 2011, 02:07:59 PM
And today I start with fast Sephy.

Also, I noticed that the aerial speed/mobility of this Sephy is terrible. Just horrible.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: DivineOverlord on May 07, 2011, 02:27:43 PM
he (Divine) said it was yesterday but he must've been busy with exams or something yesterday
Impatient side: he only said it cuz he lies! he's never honest!
ok dude get OUT of my brain now
Impatient side: *duplicate comes out of me* hmph *walks away*
phew now im one person again XD

*EDIT* b4 he said the update will be released on the weekend then he said on thursday the update will be released on friday. but he must've had exams, homework, etc that day (yesterday) so it probably will be released today or tomorrow.


lol nope. I was a little sick but I did worked on samus. sorrry, I just had to finish her final smash I made before I work again on sephy. oh yeah, and im done with midterms. aced them all XD well except for my supply chain management one lol


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Hackingstar on May 07, 2011, 02:44:20 PM

lol nope. I was a little sick but I did worked on samus. sorrry, I just had to finish her final smash I made before I work again on sephy. oh yeah, and im done with midterms. aced them all XD well except for my supply chain management one lol

lol good luck with samus and sephiroth then :).


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: OmegaMalkior on May 07, 2011, 02:46:28 PM
DivineOverlord, what's Sephiroth's side-B ID/name in PSA?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: DivineOverlord on May 07, 2011, 03:18:11 PM
XD

http://www.youtube.com/watch?v=qdqf4nMy6rs

The final smash works fine, I just wish I can get her to grab them with her throw bone, I tried several tricks but it didnt work. :/


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: OmegaMalkior on May 07, 2011, 03:21:06 PM
That final smash is godly work man. Great work

P.S:Please answer my question :oshi:


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Tasty Pumpkin Clock on May 07, 2011, 03:53:08 PM
^ lol. IGNORRRRRRRRRRRED.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: DivineOverlord on May 07, 2011, 04:06:58 PM
That final smash is godly work man. Great work

P.S:Please answer my question :oshi:

lol alright, its subactions 3c,3b,3d,3e, and 59 beware though, mess one vital thing up and the SIde B won't work.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: OmegaMalkior on May 07, 2011, 04:10:24 PM
Yay, thanks. All I'm going to do is add an old side B to seph (KH2 Sephiroth v1.0 which has extreme spam and complete control of it)


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: DivineOverlord on May 07, 2011, 04:12:00 PM
Yay, thanks. All I'm going to do is add an old side B to seph (KH2 Sephiroth v1.0 which has extreme spam and complete control of it)

oh I see. You could have waited for the revamp op and OG versions I will make.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Master_Ryuk on May 07, 2011, 04:28:19 PM
^ lol. IGNORRRRRRRRRRRED.

Lol, you spoiled all the people in the request section.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Hollow on May 07, 2011, 04:36:21 PM
F*ck. My internet is down for some reason, so I have to use my wii. Anyway, I've started on Sephy, and I got quite a bit done already.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Tasty Pumpkin Clock on May 07, 2011, 04:39:20 PM
Lol, you spoiled all the people in the request section.

?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: OmegaMalkior on May 07, 2011, 04:53:38 PM
oh I see. You could have waited for the revamp op and OG versions I will make.

Hmmm... K then, I'll wait.

Lol, you spoiled all the people in the request section.

So true xD

?

Almost everyone in the request section is ignored. I don't know why but they always are.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Tasty Pumpkin Clock on May 07, 2011, 04:59:33 PM
What does that have to do with me??


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: DivineOverlord on May 07, 2011, 05:01:06 PM
What does that have to do with me??


I'm lost too lol


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Tasty Pumpkin Clock on May 07, 2011, 05:06:15 PM
So true xD

I'm dumb. What's true??


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Hollow on May 07, 2011, 06:00:29 PM
Yay! I got my internet back on. Still have no idea what the hell was wrong with it, though.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Hollow on May 07, 2011, 06:10:57 PM
Can we get a vid Preview hollow?
First of all, I can't make videos.
Second of all, a preview of what? My Sephy? I barely made any changes to him yet.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: _Data_Drain_ on May 08, 2011, 02:50:32 AM
Hey... I just got an idea out of nowhere... For a victory pose for Sephiroth.

http://www.youtube.com/watch?v=Om1t-AIrgUo

At 7:12 in this video... THAT would be REALLY fitting for one of his victory poses... Heck, the dash attack could be modeled after the running attack he does in that fight.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Hollow on May 08, 2011, 07:51:08 AM
I could make the victory pose and sent to you guys.
But for the moment I'm endless listening to a perfectly looped brst of this.

http://www.youtube.com/watch?v=aJcP9IpgMIc


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Puraidou on May 08, 2011, 08:06:12 AM
If thats the song you said you looped and wanted to release then release it already. I said i wantd it! DX
Lol, phone post >_>"


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Hollow on May 08, 2011, 08:06:52 AM
If thats the song you said you looped and wanted to release then release it already. I said i wantd it! DX
Lol, phone post >_>"
Really? Didn't see it. Hang on, I'll get a link.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Puraidou on May 08, 2011, 08:09:20 AM
Pm it to me if ucan, i can't grab it till later tonight..


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: JamietheAuraUser on May 09, 2011, 06:42:01 PM
This Sephiroth looks like it has the potential to be something great. A few suggestions:
For the downB, use the fire columns from Hollow's Sephiroth's DownB. Overpowered/Godly versions should charge faster.

Fsmash's first hit could stand to have a bit more hitstun, especially in the overpowered/godly versions. Overpowered/godly versions also need less endlag on Fsmash and Ftilt.

DSmash ought to use the same graphic effect as DAir.

NeutralB Meteor ought to have a bit of cool animation when it appears. It looks wierd having it suddenly appear in mid-air. Super Armour would also be good during the meteor's descent, to prevent awkward interrupts. It looks really strange to have a frickin' METEOR just vanish from sight because the one who summoned it got hit. OP/OG versions should charge faster.

Supernova has a graphical glitch where it happens backwards (screen starts all yellow (in the foreground, no less), then the yellow fades to just being a circle in the center) when the character is facing the wrong direction. Also, the explosion GFX is too small, and it looks messed up. You may wanna fix that. (Just have the character automatically face the right direction when you use it.)

I like how he warps for rolling dodge and sidestep dodge. Few things, though:

Invulnerability should start a bit later into the warping animation, and should end a bit later in the re-entry animation. OP versions should be able interrupt earlier in the re-entry animation. Warp distance on all versions could use a slight increase, as well. Also, it would be nice if the name/player tag disappeared while Sephy is invisible.

Spotdodge could stand to have the invulnerability start a bit later into the warping animation, and he should stay invisible for slightly longer, rather than reappearing instantly. OP versions should be able to interrupt earlier in re-entry, and should stay invisible (and thus invulnerable) for longer.

For all dodges, Sephy reverts to his old idle pose just before the warp. Such a minor detail, but it ruins an otherwise perfect animation! Should be an easy fix, though.

Another thing: overpowered and godly versions don't have invincibility from up taunt as you have advertised.

There's my two cents, for those who care. This PSA definitely has promise, though.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Hollow on May 09, 2011, 06:59:07 PM
For all dodges, Sephy reverts to his old idle pose just before the warp. Such a minor detail, but it ruins an otherwise perfect animation! Should be an easy fix, though.
I had made an animation that transitioned into the Wait pose, but they got rid of it for some reason. I'll add it in my version.
Which, by the way is coming along very nicely.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Tasty Pumpkin Clock on May 09, 2011, 07:06:22 PM
This Sephiroth looks like it has the potential to be something great. A few suggestions:
For the downB, use the fire columns from Hollow's Sephiroth's DownB. Overpowered/Godly versions should charge faster.

Fsmash's first hit could stand to have a bit more hitstun, especially in the overpowered/godly versions. Overpowered/godly versions also need less endlag on Fsmash and Ftilt.

DSmash ought to use the same graphic effect as DAir.

NeutralB Meteor ought to have a bit of cool animation when it appears. It looks wierd having it suddenly appear in mid-air. Super Armour would also be good during the meteor's descent, to prevent awkward interrupts. It looks really strange to have a frickin' METEOR just vanish from sight because the one who summoned it got hit. OP/OG versions should charge faster.

Supernova has a graphical glitch where it happens backwards (screen starts all yellow (in the foreground, no less), then the yellow fades to just being a circle in the center) when the character is facing the wrong direction. Also, the explosion GFX is too small, and it looks messed up. You may wanna fix that. (Just have the character automatically face the right direction when you use it.)

I like how he warps for rolling dodge and sidestep dodge. Few things, though:

Invulnerability should start a bit later into the warping animation, and should end a bit later in the re-entry animation. OP versions should be able interrupt earlier in the re-entry animation. Warp distance on all versions could use a slight increase, as well. Also, it would be nice if the name/player tag disappeared while Sephy is invisible.

Spotdodge could stand to have the invulnerability start a bit later into the warping animation, and he should stay invisible for slightly longer, rather than reappearing instantly. OP versions should be able to interrupt earlier in re-entry, and should stay invisible (and thus invulnerable) for longer.

For all dodges, Sephy reverts to his old idle pose just before the warp. Such a minor detail, but it ruins an otherwise perfect animation! Should be an easy fix, though.

Another thing: overpowered and godly versions don't have invincibility from up taunt as you have advertised.

There's my two cents, for those who care. This PSA definitely has promise, though.

I agree with everything except for the down smash and aerial down smash having the same animation, I think they should stay different.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Hollow on May 09, 2011, 07:11:22 PM
Oh, and I fixed the supernova thing. DO didn't have separate animations for facing left and right.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: OmegaMalkior on May 09, 2011, 08:32:27 PM
The PSA has intangibility when up taunting. Idk why you don't have it.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: JamietheAuraUser on May 09, 2011, 08:53:08 PM
Yay fix!

Also, I love how I said "a few suggestions" and then made a page-long post.  :P

And great work on YOUR Sephiroth, which owns this thing six ways from Sunday!

Oh, yeah, Shadow Flare could use a bit of work in terms of aiming mechanism, but I'm sure you're all still working on that. It'd also be nice if it was a real projectile, but I'm pretty sure Marth doesn't have enough articles for that...  :(

@Apprentice of Death: My reasoning for saying that DSmash and DAir should use the same GFX is because, hey, they're based off the same move, right?

@Zack: Strange. I downloaded just... two days ago, and the intangibility was not there on either overpowered version. I was using the "start with no wings" version, for the record.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Tasty Pumpkin Clock on May 09, 2011, 08:58:59 PM
^
I just think 1. There's already two good animations so why get rid of one? 2. It's the same attack but with much greater force (from the air) so why not have a larger effect?

Though I think the Dair should also have the earth effect.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: DivineOverlord on May 09, 2011, 10:21:06 PM
Yay fix!

Also, I love how I said "a few suggestions" and then made a page-long post.  :P

And great work on YOUR Sephiroth, which owns this thing six ways from Sunday!

Oh, yeah, Shadow Flare could use a bit of work in terms of aiming mechanism, but I'm sure you're all still working on that. It'd also be nice if it was a real projectile, but I'm pretty sure Marth doesn't have enough articles for that...  :(

@Apprentice of Death: My reasoning for saying that DSmash and DAir should use the same GFX is because, hey, they're based off the same move, right?

@Zack: Strange. I downloaded just... two days ago, and the intangibility was not there on either overpowered version. I was using the "start with no wings" version, for the record.

I never noticed graphical issues when using supernova, it doesn't need a separate animation when facing left or right. All you need is the if statement called "if facing left" or "if facing right" which solves this issue easily with the case of super nova since facing left or right is irrelevant because he ends ups becoming invisible during the attack.

I have updated this PSA to version 3.0. I'll wait to see what Hollow has done since he said he fixed many things.

[side note: I already have new wait animations by BigBadBooya which are very good and life like. The animations already flow with all attacks. Also, we have a new run animation ;D

EDIT: The new run animation (By BBB) is exactly the way Sephiroth runs in Dissadia, I have set it to work when the wings are not out, but I wonder if it should go the other way around hmmmmm  ^-^].


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: _Data_Drain_ on May 09, 2011, 10:55:04 PM
I have updated this PSA to version 3.0. I'll wait to see what Hollow has done since he claims to fixed many things.

[side note: I already have new wait animations by BigBadBooya which are very good and life like. The animations already flow with all attacks. Also, we have a new run animation ;D].
Heh, cool, I hope there's a bit of end lag on the aerials, and what not... And, I look forward to this new wait animation, from what you say, it sounds much better. :P


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: DivineOverlord on May 09, 2011, 11:01:16 PM
Heh, cool, I hope there's a bit of end lag on the aerials, and what not... And, I look forward to this new wait animation, from what you say, it sounds much better. :P

it is lol. BigBadBooya is better than me at animating. XD I like the new entry animation he made. I don't remember if I showed it yet.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: _Data_Drain_ on May 09, 2011, 11:03:09 PM
it is lol. BigBadBooya is better than me at animating. XD I like the new entry animation he made. I don't remember if I showed it yet.
I don't think you have showed it, but from what it sounds like, it will be good. :P

I plan on making a video for version 3 by the way, after I give whatever feedback is needed. XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: DivineOverlord on May 09, 2011, 11:09:21 PM
I don't think you have showed it, but from what it sounds like, it will be good. :P

I plan on making a video for version 3 by the way, after I give whatever feedback is needed. XD

Oh I see. I think BBB also said he made other stuff. I'll go check.  :af:


Side note: But remember guys, this isn't "My version" of Sephiroth. It's actually your guys version of Sephiroth since the feedback is what changing this PSA or correcting it in places where it needs to be corrected. XD...I actually do have my personal version but its wayy OP'ed lol...Only way I can beat the mercyless goddess zelda PSA I have on my SD.  


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: _Data_Drain_ on May 09, 2011, 11:15:13 PM
Oh I see. I think BBB also said he made other stuff. I'll go check.  :af:


Side note: But remember guys, this isn't "My version" of Sephiroth. It's actually your guys version of Sephiroth since the feedback is what changing this PSA or correcting it in places where it needs to be corrected. XD...I actually do have my personal version but its wayy OP'ed lol...Only way I can beat the mercyless goddess zelda PSA I have on my SD.  
Yeah, this is the result of feedback, upon feedback, so it's gonna be pretty darn balanced in the end I feel.

On a side note, I just thought of something... Hell's Gate does over 20% damage if both hits hit... I'm not sure if the end lag alone would fix that or not, but remember, the first hit can be teched, and with end lag... Well... That's a chance for the opponent to punish you for that...

Although, maybe the damage should be lowered a bit... 16% or something, maybe 18% I'm not sure... What do you all think? XD

One more thing... You say you have your own version that's more powerful then that Over God version? Maybe you should release it... Since I know some people like stupidly powerful PSAs. :P


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: DivineOverlord on May 09, 2011, 11:20:00 PM
I tried giving it ending lag but right when he gets on the ground, he goes to wait 1. I looked really closely in slow motion and I noticed that the animation doesn't complete itself when he lands, instead it allows you to interupt. I'll see if I can fix that, if not, I'll just weaken Hell's gate for the balanced version. oh yeah, I figured out how to give him a start up animation in air before falling, which animation do you think is good? Dissadia version right?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: _Data_Drain_ on May 09, 2011, 11:23:18 PM
I tried giving it ending lag but right when he gets on the ground, he goes to wait 1. I looked really closely in slow motion and I noticed that the animation doesn't complete itself when he lands, instead it allows you to interupt. I'll see if I can fix that, if not, I'll just weaken Hell's gate for the balanced version. oh yeah, I figured out how to give him a start up animation, which animation do you think is good? Dissadia version right?
Yeah, the Dissidia version should work.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: DivineOverlord on May 09, 2011, 11:25:44 PM
Yeah, the Dissidia version should work.

alrighty. since im bored and have nothing else to do tonight, I can make it. We really need to change his up smash charge, its too stagnate, should we use Ike's charging animation since it is Ike's Up Smash? or someting else? lol


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: _Data_Drain_ on May 09, 2011, 11:27:51 PM
alrighty. since im bored and have nothing else to do tonight, I can make it. We really need to change his up smash charge, its too stagnate, should we use Ike's charging animation since it is Ike's Up Smash? or someting else? lol
Yeah, Ike's should work, since it is his up smash, sort of, it just has more vertical reach, and less kill power.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: DivineOverlord on May 09, 2011, 11:29:58 PM
Yeah, Ike's should work, since it is his up smash, sort of, it just has more vertical reach, and less kill power.

Yeah, i agree. Oh! did I mentioned that his spells are uncancelable in v.3.0? You can cancel it by directly attacking sephys body but if you just hit his fire, meteor, or shadow flare, that won't cancel the spell.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Tasty Pumpkin Clock on May 09, 2011, 11:34:29 PM
^ YAY. That will make it work so much better. Won't be as awkward either.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: DivineOverlord on May 09, 2011, 11:42:55 PM
^ YAY. That will make it work so much better. Won't be as awkward either.

hey remember that idea you brought up about sephiroth's final form? if we have the model of him (or texture) in that form. we can have it as a final smash. which would be sooo fuking cool!!!!! XDDD


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: _Data_Drain_ on May 09, 2011, 11:46:16 PM
Yeah, i agree. Oh! did I mentioned that his spells are uncancelable in v.3.0? You can cancel it by directly attacking sephys body but if you just hit his fire, meteor, or shadow flare, that won't cancel the spell.
YES!!

That is something that's greatly bothered me, like when you try to use Meteor, and something as silly as Luigi's fireball hitting it makes it stop, or if someone hits his fire pillars... Although, Sephiroth will still be annoyed by Falco... Since Falco's lasers have translucent priority, there for, can shoot through the fire pillars... Pit's arrows on the other hand, will be destroyed by the fire pillars.

So yeah... This will be handy, and stay balanced. :P


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Tasty Pumpkin Clock on May 09, 2011, 11:54:28 PM
hey remember that idea you brought up about sephiroth's final form? if we have the model of him (or texture) in that form. we can have it as a final smash. which would be sooo fuking cool!!!!! XDDD

That would be the greatest thing. But he'd have to show up in the background or he'd look really retro.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: DivineOverlord on May 09, 2011, 11:58:05 PM
Hey guys, I have free space for one more model of anysize. What do you think I should do with it? New fire graphics for down B? new Final smash? or new graphic for any attack? so much options lol


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: _Data_Drain_ on May 10, 2011, 12:00:57 AM
Hey guys, I have free space for one more model of anysize. What do you think I should do with it? New fire graphics for down B? new Final smash? or new graphic for any attack? so much options lol
Hm... Not sure... I won't say fire, because that looks pretty good as is honestly...

What do you all think?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Tasty Pumpkin Clock on May 10, 2011, 12:01:22 AM
By new fire graphics you don't mean replacing the old ones do you? Would that take up a free space? If not you should replace it with Hollows fire, it looks more like fire.

If someone could make a model of Sephiroths final form could you use that for his final smash?

What other options are there?

Can you add an external graphic with this?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: DivineOverlord on May 10, 2011, 12:11:15 AM
By new fire graphics you don't mean replacing the old ones do you? Would that take up a free space? If not you should replace it with Hollows fire, it looks more like fire.

If someone could make a model of Sephiroths final form could you use that for his final smash?

What other options are there?

Can you add an external graphic with this?

oh the fire graphic hollow used in his psa is not a model import. its a regular fire graphic. I can combine it with the fire i have now. I wonder what that'll look like...

Yup, we can use up to 700KB of model size. Can be a character model or external graphic model.

options
-Sephy's final form transformation Final Smash
- New external graphics
 or something else.


oh I can also make sephy glow with black aura when he gets the smash ball. I wonder if that'll be cool.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: _Data_Drain_ on May 10, 2011, 12:13:41 AM
oh the fire graphic hollow used in his psa is not a model import. its a regular fire graphic. I can combine it with the fire i have now. I wonder what that'll look like...

Yup, we can use up to 700KB of model size. Can be a character model or external graphic model.

options
-Sephy's final form transformation Final Smash
- New external graphics
 or something else.
Hm... Well, the final form would require someone REALLY skilled in vex editing, AND animation editing, so... I think it would be a lot of work...

Hm... Have you thought of a new down B air yet? I wonder what options we have for that?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Tasty Pumpkin Clock on May 10, 2011, 12:16:59 AM
GAH! I've been suggesting "Godspeed" for down b air for like... forever!
Have him shoot a handful of Kirbys sword effects downwards.

55 seconds!

http://www.youtube.com/watch?v=EYOH2Ne8TAs


And yeah, nevermind the final form thing, unless somebody like Aafyre made a final form then it wouldn't be that great. I say change his final smash aura to darkness, and if someone ever does make that model, then use it for that.



Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: DivineOverlord on May 10, 2011, 12:19:21 AM
Hm... Well, the final form would require someone REALLY skilled in vex editing, AND animation editing, so... I think it would be a lot of work...

Hm... Have you thought of a new down B air yet? I wonder what options we have for that?

for his final form, we just need his sholder armor to be transformed into the halo that appears behind sephy in his final form. The 7 wings can be done with the wings we have now, and the rest just need textures xD (I think).

Down B air? hmm I haven't thought about it.




Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Tasty Pumpkin Clock on May 10, 2011, 12:20:58 AM
God this would be so awesome....
(http://www.dissidia-france.com/img/personnages/exm/refs/sephiroth_safer.png)

Yeah nevermind the shirtless thing, just the wings and the halo would be good. I'm sure we could get someone to make the halo.

^ And did you see my suggestion for DownB Air above??


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: DivineOverlord on May 10, 2011, 12:23:42 AM
God this would be so awesome....
([url]http://www.dissidia-france.com/img/personnages/exm/refs/sephiroth_safer.png[/url])

Yeah nevermind the shirtless thing, just the wings and the halo would be good. I'm sure we could get someone to make the halo.

^ And did you see my suggestion for DownB Air above??


Oh we can use Kirby's sword effects for that move. You guys want it?




EDIT: you see hells gate? look how the earth gravel comes up. I can make something just like that for the last model space we have free. yay or nay? lol



Also, I noticed that the meteors done have any fire in the video. I'm gonna edit the meteors we have now.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Tasty Pumpkin Clock on May 10, 2011, 12:32:40 AM
The earth shatter effect for hells get is a definite yes.
And YES to the "Godspeed" Kirby shoot thing for DownBAir.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: DivineOverlord on May 10, 2011, 12:35:16 AM
The earth shatter effect for hells get is a definite yes.
And YES to the "Godspeed" Kirby shoot thing for DownBAir.

haha so which one do you choose?

sadly, I only have one free model space.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: _Data_Drain_ on May 10, 2011, 12:43:18 AM
haha so which one do you choose?

sadly, I only have one free model space.
Hm... Well, okay, there's two ways this can go, you could use...

A: Use Kirby's Up B effect for Godspeed, and just have dirt effects on Hell's Gate.

B: You could use a generic effect for Godspeed, like those slash effects for forward tilt, and have the rocks shatter like in Dissidia for Hell's Gate...

Take your pick.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Tasty Pumpkin Clock on May 10, 2011, 12:53:06 AM
Yeah either works. But I would prefer the Kirby slashes.
But I can only say that because I haven't seen the earth shatter effects...


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: DivineOverlord on May 10, 2011, 12:56:58 AM
Hm... Well, okay, there's two ways this can go, you could use...

A: Use Kirby's Up B effect for Godspeed, and just have dirt effects on Hell's Gate.

B: You could use a generic effect for Godspeed, like those slash effects for forward tilt, and have the rocks shatter like in Dissidia for Hell's Gate...

Take your pick.

ooh tough choice. I'll let you guys decide.



I'll take a pic of the one with the earth shatter effects and another with the kirby cutters then we can render a final decision.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: _Data_Drain_ on May 10, 2011, 01:01:22 AM
ooh tough choice. I'll let you guys decide.



I'll take a pic of the one with the earth shatter effects and another with the kirby cutters then we can render a final decision.
Okay, sounds good to me.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Tasty Pumpkin Clock on May 10, 2011, 01:15:02 AM
Mhm. Looking forward to it.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: DivineOverlord on May 10, 2011, 01:23:31 AM
^ Alrighty. I'll do it as soon as I finish Up with MarioDK's SUper Mario PSA. I'm doing the final smash where mario turns into super mario lol


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Tasty Pumpkin Clock on May 10, 2011, 01:45:14 AM
That's pretty cool lol.
And like I said, looking forward to it.

                                                                                                                                                            (http://img849.imageshack.us/img849/515/wavysnail.png) (http://forums.kc-mm.com/index.php?topic=24174.0)


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Hollow on May 10, 2011, 05:37:21 AM
Todo List:

Down B Air: Godspeed

Oh, I already added dirt effects to Hell's Gate.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Albafika on May 10, 2011, 08:33:16 AM
Consider having Oblivion as his Side B, I love that idea! We discussed earlier how would it work, too.

Hell's Gate: I'll be honest, it's got no KO power, I don't have a problem as it is now, since it's one of the few attacks that does decent damage, BUT, as a Dair, it's strong, so 18 would be nice, or 16.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: JamietheAuraUser on May 10, 2011, 08:54:14 AM
You know how we have cool green/orange GFX for Hell's Gate Air, and blue GFX for Hell's Gate Ground? Suggestion: Replace the blue GFX with the green/orange GFX. For consistency's sake. Same move after all, right?

And do something about Flare's hitboxes. They don't go all the way up the fire column!

DownB Air sounds good. Question, though: Is it possible to change how far a projectile travels without editing the projectile itself? If so, we can use Kirby's shockwaves for Ftilt and Utilt as well.

Hell's Gate was a cool aerial as it was in V2.99. It already had a pause with an aerial slash before descent.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: _Data_Drain_ on May 10, 2011, 09:27:23 AM
Well, but see, in Dissidia, it has start up, and end lag... If KO power is the issue, I guess it could have more, in exchange for start up, and end lag... It would just make sense though, since Hell's Gate was an HP move in Dissidia, it's a move used for killing the foe, but like most other HP moves, it has end lag, and start up...


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Albafika on May 10, 2011, 09:33:18 AM
Well, but see, in Dissidia, it has start up, and end lag... If KO power is the issue, I guess it could have more, in exchange for start up, and end lag... It would just make sense though, since Hell's Gate was an HP move in Dissidia, it's a move used for killing the foe, but like most other HP moves, it has end lag, and start up...

I'm fine with this, too.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: _Data_Drain_ on May 10, 2011, 09:39:51 AM
Oh yeah, I would also like to add one more reason it should be a kill move... It's based off of what he did to Aerith... Enough said. :P


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: DivineOverlord on May 10, 2011, 09:54:56 AM
Todo List:

Down B Air: Godspeed

Oh, I already added dirt effects to Hell's Gate.

lol we were talking about earth shatter effects where the earth gravel actually breaks up into the air.

----We can stick with the dirt effects and go with the kirby cutter as the last free model space to fill, which I will most likely do since there are three attacks that use the cutter effects, UP Tilt, Side Tilt, and Down B in Air.

You know how we have cool green/orange GFX for Hell's Gate Air, and blue GFX for Hell's Gate Ground? Suggestion: Replace the blue GFX with the green/orange GFX. For consistency's sake. Same move after all, right?

And do something about Flare's hitboxes. They don't go all the way up the fire column!

DownB Air sounds good. Question, though: Is it possible to change how far a projectile travels without editing the projectile itself? If so, we can use Kirby's shockwaves for Ftilt and Utilt as well.

Hell's Gate was a cool aerial as it was in V2.99. It already had a pause with an aerial slash before descent.

alll of that has already been discussed. Look back into the previous posts.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Tasty Pumpkin Clock on May 10, 2011, 01:41:28 PM
Personally I like the effects for side tilt and up tilt....
The attacks don't have the same effects in Dissidia.

00:46 He does all three attacks in a row.
Side Tilt followed by Up Tilt, then he does (soon to be DownB Air) and they all look quite different.
I don't think you should change the effects for the tilts to Kirbys air cutter.


http://www.youtube.com/watch?v=EYOH2Ne8TAs


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Puraidou on May 10, 2011, 01:44:46 PM
Fun fact: I ported Marth over Yoshi and still have the 3rd jab, BUT i don't know if it's the BETA of the Ichigo moveset or the port itself but i get these:

Fighting Sephiroth gives me this:
(http://i341.photobucket.com/albums/o382/PrideToBeMe/Crap/Naamloos-3.png)

same thing backwards.. Now Sephiroth has the attack on his back instead of the wing
(http://i341.photobucket.com/albums/o382/PrideToBeMe/Crap/Naamloos-4.png)

Just letting you know something weird but i'm sure it's not Sephiroth's PSA doing that.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: JamietheAuraUser on May 10, 2011, 01:47:01 PM
Assuming the Cutter's going to actually be a projectile (as in, reflectable), then yes, in my opinion he should change them.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Tasty Pumpkin Clock on May 10, 2011, 01:50:28 PM
1. No they're not.
2. Did you even watch the video?? The attacks don't look the same AT ALL.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: DivineOverlord on May 10, 2011, 01:53:01 PM
Marth doent have articles, every one knows that right?..the cutter will just be a graphic effect


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Tasty Pumpkin Clock on May 10, 2011, 01:55:44 PM
Marth doent have articles, every one knows that right?..the cutter will just be a graphic effect

Haha, yeah that was fairly obvious.
So did you see 00:46 seconds where he does all three attacks? They look more like the attacks now then if you were to change them.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: DivineOverlord on May 10, 2011, 01:59:50 PM
Nah, I didn't see the video, im in class bored as hell lol....alright so what do we do with the free space I have?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: JamietheAuraUser on May 10, 2011, 02:01:29 PM
I see that they don't look the same. Yes, the original effect is more fitting for Ftilt and Utilt.

Wish we had some way to just ADD articles. That'd be really useful. But I'm just rambling at this point.  :P Don't mind me.

You could just fudge the shockwaves for downB Air using the same effect as Hollow Ichigo's neutral B. Then you'd have free space for the Hell's Gate effect.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Tasty Pumpkin Clock on May 10, 2011, 02:04:09 PM
So Kirbys Air Cutter is still going to be used for DownB Air right?
(JamieTheAuraUser I'm not sure but I think that is what's used for H.Ichigos NeutralB)
But if not then this is more suiting anyway.



Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: DivineOverlord on May 10, 2011, 02:08:19 PM
Hollow ichigo uses the same gfx its just not rotating like it is on sephy.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Tasty Pumpkin Clock on May 10, 2011, 02:11:09 PM
I'm not really sure which one we're talking about here...
Does it look anything like Kirbys air cutter? A thin sorta blade? If so we could just use that, and also use the earth shatter effect right?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: DivineOverlord on May 10, 2011, 02:15:30 PM
Its more like a pink shock wave. But I think the earth shatter effect will be nice to have.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Tasty Pumpkin Clock on May 10, 2011, 02:17:38 PM
Pink.... is there any way to make it not pink?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Albafika on May 10, 2011, 02:18:48 PM
I want you to make me feel like I'm the only girl in the world~


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Tasty Pumpkin Clock on May 10, 2011, 02:20:35 PM
^
 *facepalm*


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: OmegaMalkior on May 10, 2011, 02:21:29 PM
^LOL

What's wrong with pink?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Tasty Pumpkin Clock on May 10, 2011, 02:24:41 PM
(http://4.bp.blogspot.com/_s1UzadhWb3g/TTB4vv-7tmI/AAAAAAAAAw0/jcJbxsi5PeM/s1600/pink.jpg)

+

(http://4.bp.blogspot.com/_RBeyXCiF4dE/TPEzlr_qSXI/AAAAAAAAAfk/D-Mhj6MeJho/s1600/91877ac-sephiroth-1.jpg)
=

 :>.>palm: No.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: DivineOverlord on May 10, 2011, 02:27:17 PM
Lol wolfric


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Lythro on May 10, 2011, 09:06:01 PM
Godspeed with Kirby's blue cutter effect gets a definite +vote for me. Why does it show up pink?

Also, I own Dissidia 1 and 2, and can upload HQ replays of the game to youtube. If any of you guys want me to I can upload whatever moves Sephiroth does in the game from whatever angle. Probably not necessary since there's a billion dissidia vids already uploaded on youtube. But if you're looking for something very specific in high quality from a particular angle, I'm your guy.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Tasty Pumpkin Clock on May 10, 2011, 09:48:18 PM
Yeah honestly I'd rather have Kirby's air cutter for the effect, and just the DownB earth effect for DownB air. But I haven't seen it so...


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Hollow on May 11, 2011, 05:28:21 AM
Does it show up pink in brawlbox? If so, I can propbably fix it. I've many problems with graphics like that. Especially Omega's sword.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Tasty Pumpkin Clock on May 13, 2011, 01:50:40 AM
So when will version 3 be released?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: _Data_Drain_ on May 13, 2011, 03:20:52 AM
So when will version 3 be released?
When it's ready. :P


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Tasty Pumpkin Clock on May 14, 2011, 03:39:57 AM
I suppose that's the suitable answer. I don't usually ask that question.
What I was thinking was since Divine said is was done and just checking Hollow's changes are they just combining their work right now or are they still making new things.

EDIT:
Don't ask.

http://www.youtube.com/watch?v=Gk30A90OL2E


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: _Data_Drain_ on May 14, 2011, 04:00:25 AM
^

...Is that... Sephiroth with Kefka's walk from Dissidia?

...

XD

Anyway, but yeah, I would like some progress reports actually, or even a guesstimation of when version 3 might be released.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Rayn on May 14, 2011, 07:04:31 AM
...my eyes...


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Albafika on May 14, 2011, 07:47:12 AM
Divine hasn't been online lately, so give it time, he is probably really busy.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: _Data_Drain_ on May 14, 2011, 07:54:11 AM
Divine hasn't been online lately, so give it time, he is probably really busy.
This is true, he is in college, so maybe he's busy with some test.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Albafika on May 14, 2011, 08:51:20 AM
I suppose that's the suitable answer. I don't usually ask that question.
What I was thinking was since Divine said is was done and just checking Hollow's changes are they just combining their work right now or are they still making new things.

EDIT:
Don't ask.

[url]http://www.youtube.com/watch?v=Gk30A90OL2E[/url]


LOL, I WANT that animation. XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Hackingstar on May 14, 2011, 08:53:35 AM
This is true, he is in college, so maybe he's busy with some test.

@Data yeah. and wait i think he's going back to what he originally said in...march or april. that "this is my last update before 7-11-11" so "April 30" update Sephiroth v2.99 must be his last update before "7-11-11". so yeah.



Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Hollow on May 14, 2011, 10:37:45 AM
*drops in for a moment*

I've been working on V3 for a while, it's nearing its completion.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: _Data_Drain_ on May 14, 2011, 10:40:29 AM
*drops in for a moment*

I've been working on V3 for a while, it's nearing its completion.
Oh? What all have you added, or changed?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Hollow on May 14, 2011, 10:43:49 AM
Lots of changes. And.......a perfect wallrun.

However, I have to rewrite an entire paper before I can hack again, because it dropped my grade really low. T~T


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: _Data_Drain_ on May 14, 2011, 10:58:46 AM
Lots of changes. And.......a perfect wallrun.

However, I have to rewrite an entire paper before I can hack again, because it dropped my grade really low. T~T
Hm... Well, when you release it, I'll have to give feedback, and what not. :P

...

And ouch... Man... That sucks... Good luck with that paper. :(


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: xZedkiel on May 14, 2011, 01:09:45 PM
This PSA is awesome and all but I'd also like to see a strictly Dissidia version of Sephiroth now that I think about it. But then again when I think about it more, he uses all these moves in Dissidia lol. Black Materia, Octaslash, Hell's Gate etc. So there really isn't any point.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Albafika on May 14, 2011, 01:12:23 PM
He just needs balancing after version 3.0 to get him to the final version.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: xZedkiel on May 14, 2011, 01:22:07 PM
Thinking again, Side B Scintilla would also be pretty cool to see but it would be too much work right?

Also, can you grant me permission to edit the sfx called up by the PSA to match the Dissidia sounds? Hackingstar might edit the sound pack to get those sounds there. I wanna make him say "To the promised land" or "Too late for laments" and so forth with his moves.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Puraidou on May 14, 2011, 02:57:15 PM
[url]http://www.youtube.com/watch?v=Gk30A90OL2E&feature=related[/url]
HAHAHA PRICELESS! XD

Also, fun fact. I've made a 2 part video of Sephiroth fighting a lot of the OP PSA's in the vault.
He even beat MAX Onslaught Falcon :af:


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Tasty Pumpkin Clock on May 14, 2011, 04:07:04 PM
Scintilla should be SideB Air of course. The SiderB on the ground is fine.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Puraidou on May 14, 2011, 06:25:59 PM
http://www.youtube.com/watch?v=ktvk2WxqKX0
http://www.youtube.com/watch?v=yYaFcEtfqWE

This should display Sephiroth's power towards other PSA's >D


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: DivineOverlord on May 14, 2011, 07:17:40 PM
I suppose that's the suitable answer. I don't usually ask that question.
What I was thinking was since Divine said is was done and just checking Hollow's changes are they just combining their work right now or are they still making new things.

EDIT:
Don't ask.

[url]http://www.youtube.com/watch?v=Gk30A90OL2E[/url]


you are correct lol


[url]http://www.youtube.com/watch?v=ktvk2WxqKX0[/url]
[url]http://www.youtube.com/watch?v=yYaFcEtfqWE[/url]

This should display Sephiroth's power towards other PSA's >D


Epic OG version XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Puraidou on May 14, 2011, 07:28:37 PM
Epic OG version XD
Nope, OP Version xD


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Hackingstar on May 14, 2011, 08:00:18 PM
aaah dang it. he (divine) didn't notice xZedkiel's "permission" comment. i sad now :(


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Puraidou on May 14, 2011, 08:03:30 PM
Hey DO the invincibility seems to fail for me in the OP version.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: _Data_Drain_ on May 14, 2011, 11:29:41 PM
He just needs balancing after version 3.0 to get him to the final version.
Yeah, if he has a new neutral air, and back air, that should be all that's needed afterwords... I'd say he's pretty close to finished, he just needs proper balance after version 3.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Puraidou on May 17, 2011, 05:29:30 AM
I know the reason why DO is not on a lot lately, check the text below his avatar. It should explain o_o


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Hollow on May 17, 2011, 05:31:56 AM
Don't worry, I
I'll pick this up soon.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: _Data_Drain_ on May 17, 2011, 06:26:37 AM
That's good to know Hollow, I think what Sephiroth needs now is...

Godspeed down B air.

Oblivion side B air.

Heaven's Light up B for the balanced version.

A new back and neutral air.

And of course, balance changes... Which some I bet are already done, like Hell's Gate, and what not.

Anyway, best of luck Hollow. :P


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Albafika on May 17, 2011, 07:05:30 AM
I have anidea for Neutral Air, we could just make a new animation and have it do this:

Click (http://www.youtube.com/watch?v=l6ZaSipHuO4#t=2m29s)


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Lythro on May 17, 2011, 07:26:37 AM
I have anidea for Neutral Air, we could just make a new animation and have it do this:

Click ([url]http://www.youtube.com/watch?v=l6ZaSipHuO4#t=2m29s[/url])


Heyyy I already suggested that exact same move and video D:


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Puraidou on May 17, 2011, 07:27:38 AM
Epic video was very epic ;D


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Albafika on May 17, 2011, 07:32:15 AM
Epic video was very epic ;D

yeah, Sephiroth showed him who's the "hero". XD

Heyyy I already suggested that exact same move and video D:

I never saw it. ._. I just remembered 'cause I am finishing the game again in Hard Mode and looked it up.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Puraidou on May 17, 2011, 07:33:23 AM
yeah, Sephiroth showed him who's the "hero". XD
Lol yeah indeed he did xD


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: _Data_Drain_ on May 17, 2011, 07:49:28 AM
I have anidea for Neutral Air, we could just make a new animation and have it do this:

Click ([url]http://www.youtube.com/watch?v=l6ZaSipHuO4#t=2m29s[/url])

Yeah, that could work, it might need some landing lag or something, but yeah, that would look cool, and add a much needed CC move.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Albafika on May 17, 2011, 08:02:20 AM
Yeah, that could work, it might need some landing lag or something, but yeah, that would look cool, and add a much needed CC move.

I think it'd be good with Marth's nair lag, totally. I mean, the attack range could be as short as Marth's neutral B too, I think, since he'd be focusing on his front, not on range.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: _Data_Drain_ on May 17, 2011, 09:43:19 AM
I think it'd be good with Marth's nair lag, totally. I mean, the attack range could be as short as Marth's neutral B too, I think, since he'd be focusing on his front, not on range.
Hm... Maybe a bit of start up lag, you have to remember, while an attack may not focus on range, it will still have a lot anyway, due to the Masamune's range... So, he might have a quick bit of full range in the move...


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Albafika on May 17, 2011, 11:31:15 AM
Hm... Maybe a bit of start up lag, you have to remember, while an attack may not focus on range, it will still have a lot anyway, due to the Masamune's range... So, he might have a quick bit of full range in the move...

If you look closely at the attack, he's not using Masamune's range, instead, he's just hitting his near front with it, focusing the Masamune on that. I dunno, it'd be good to have an attack as fast as Marth's Nair, and with close range. But I understand your point too, I'm just thinking of a way to have this attack made so that it becomes a close range like Marth's Nair and have its speed, which would be balanced, perhaps tweaking its knockback and damage a bit lower than Marth's due to the need of adding a bit more range? But altering the lag I disagree, I mean, Marth's Nair have a lot of end lag already, it'd work doing what I mentioned (More range in front, just a bit more, and less damage.)


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Hollow on May 17, 2011, 01:55:50 PM
That's good to know Hollow, I think what Sephiroth needs now is...

Godspeed down B air.

Oblivion side B air.

Heaven's Light up B for the balanced version.

A new back and neutral air.

And of course, balance changes... Which some I bet are already done, like Hell's Gate, and what not.

Anyway, best of luck Hollow. :P

Alright.

I have anidea for Neutral Air, we could just make a new animation and have it do this:

Click ([url]http://www.youtube.com/watch?v=l6ZaSipHuO4#t=2m29s[/url])

I'll try to find an animation from another character. If not, I'll have to make it.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: DrKoala on May 17, 2011, 03:20:54 PM
I think I have, like, some information that'll make you most likely, like, a bit more motivated to work on this, dudes...
Something involving, like, blog updates.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Hollow on May 17, 2011, 03:41:18 PM
O_O

*gets out Smash Attacks*

Continue....


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Majora787 on May 17, 2011, 05:15:55 PM
I very well might have just put the files in incorrectly, but...

- The moveset acts really fidgety and awkward.
- There isn't a texture, even though, I thought there was one. o_O Do I need to use a different texture or something?
- OG Sephiroth doesn't... 'become invincible'...
- All textures assigned to Marth now use the clunky Sephiroth moveset.

I figured this is all because I put the files in wrong. Could someone help me out?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Albafika on May 17, 2011, 05:20:13 PM
I very well might have just put the files in incorrectly, but...

- The moveset acts really fidgety and awkward.
- There isn't a texture, even though, I thought there was one. o_O Do I need to use a different texture or something?
- OG Sephiroth doesn't... 'become invincible'...
- All textures assigned to Marth now use the clunky Sephiroth moveset.

I figured this is all because I put the files in wrong. Could someone help me out?

-Use the Sephiroth Vertex and its recolors on every slot, that could fix it.

-This (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=12336) texture, and this (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=12886) is its color pack to fill the rest of Marth's slots.

-Not sure, I only use balanced.

-When you use a moveset, the whole character is replaced to fit that moveset. It may look clunky 'cause you're not using the Vertex it asks to use, which I gave the link up there.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: OmegaMalkior on May 17, 2011, 05:21:33 PM
I very well might have just put the files in incorrectly, but...

- The moveset acts really fidgety and awkward.
- There isn't a texture, even though, I thought there was one. o_O Do I need to use a different texture or something?
- OG Sephiroth doesn't... 'become invincible'...
- All textures assigned to Marth now use the clunky Sephiroth moveset.

I figured this is all because I put the files in wrong. Could someone help me out?

-for me its great, idk about you though
- http://forums.kc-mm.com/Gallery/BrawlView.php?Number=12336&Moderated=All&Moderated=All&DiplayName=Sephiroth
-He will fix that as soon as he can
-Get the recolors on the vault

EDIT: Darn, frikin ninja'd! :notimp:. When I was posting it said that another post has been made so I just hit okay to continue my post


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Albafika on May 17, 2011, 05:23:02 PM
-Use the Sephiroth Vertex and its recolors on every slot, that could fix it.

-This ([url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=12336[/url]) texture, and this ([url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=12886[/url]) is its color pack to fill the rest of Marth's slots.

-Not sure, I only use balanced.

-When you use a moveset, the whole character is replaced to fit that moveset. It may look clunky 'cause you're not using the Vertex it asks to use, which I gave the link up there.


-_- I hate being the last post on the page, I'm sure it'd not be read.

Also, I explained already all of the things he needed.  :af:


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Majora787 on May 17, 2011, 05:31:23 PM
I did use that texture pack, so that's good...

But what I did was, I opened it and used the "SFX" folder. They all seem to have the same stuff in them, so I sort of jus tpicked one at random.

I put the "Fit Marth OG" file as the "FitMarth01" (in my case). It didn't... do anything really, so I took it out and switched it for that texture pack.

Then I took out the FitMarth.Pac that was already there and deleted it, and put it into the Marth folder as is. That... I dunno. Then I took the Fit Motion and put it in as well.

I might have done something wrong there, but I don't know. xD A lot of stuff just seems really awkward. Some movements, the taunts... seem really, really weird.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Albafika on May 17, 2011, 05:39:03 PM
I did use that texture pack, so that's good...

But what I did was, I opened it and used the "SFX" folder. They all seem to have the same stuff in them, so I sort of jus tpicked one at random.

I put the "Fit Marth OG" file as the "FitMarth01" (in my case). It didn't... do anything really, so I took it out and switched it for that texture pack.

Then I took out the FitMarth.Pac that was already there and deleted it, and put it into the Marth folder as is. That... I dunno. Then I took the Fit Motion and put it in as well.

I might have done something wrong there, but I don't know. xD A lot of stuff just seems really awkward. Some movements, the taunts... seem really, really weird.

Yes, you did. click on the blue button in my sig.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: xZedkiel on May 17, 2011, 06:03:48 PM
The Fit Motion should be FitMarthMotionEtc.pac
The Fit Marth/Fit Marth OP/Fit Marth OG should be FitMarth.pac
Textures should be FitMarth 00-05

EDIT:

Oh an I have an idea. Spehiroth is a left handed swordsman and his wing is on his right. Since Marth is a right handed swordsman, wouldn't it look better to put his wing on his left?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: _Data_Drain_ on May 17, 2011, 06:26:24 PM
The Fit Motion should be FitMarthMotionEtc.pac
The Fit Marth/Fit Marth OP/Fit Marth OG should be FitMarth.pac
Textures should be FitMarth 00-05

EDIT:

Oh an I have an idea. Spehiroth is a left handed swordsman and his wing is on his right. Since Marth is a right handed swordsman, wouldn't it look better to put his wing on his left?
As I recall, his wing was on his right, even in KH2, where he was using his right hand to fight... And look at it this way, he's holding back on the Brawlers by using his right hand. :P


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Hollow on May 17, 2011, 06:27:43 PM
As I recall, his wing was on his right, even in KH2, where he was using his right hand to fight... And look at it this way, he's holding back on the Brawlers by using his right hand. :P
lol
If I'm ever dedicated enough, I'll find a way to mirror the animations so he's holding the sword in his left hand.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: xZedkiel on May 17, 2011, 06:35:28 PM
Well, I guess that works as well Hollow ^_^ I kind of wanted to do that for Ike, since Ragna is also a lefty.. (Curse you left handed swordsmen!) lol


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: DivineOverlord on May 17, 2011, 11:25:40 PM
lol
If I'm ever dedicated enough, I'll find a way to mirror the animations so he's holding the sword in his left hand.

lol I was gonna attempt that but its too time consuming.
If I didn't have my classes to attend, I would have 50 Hacks by now :(


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Tasty Pumpkin Clock on May 18, 2011, 12:40:03 AM
Yeah class sucks.

So how's V3 coming along? Are you making more things or just compiling everyone's work?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Albafika on May 18, 2011, 07:07:46 AM
Yeah class sucks.

So how's V3 coming along? Are you making more things or just compiling everyone's work?

He just said class isn't letting him work on it...


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Tasty Pumpkin Clock on May 18, 2011, 04:16:49 PM
Oh, I thought he meant it was just slowing him down. Oh well, waiting time then...


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Hollow on May 18, 2011, 04:20:49 PM
(http://i68.photobucket.com/albums/i6/X-Cloud/ShinyButton.png) (http://xat.com/KCMMWifi)

I accidentally the button.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: OmegaMalkior on May 18, 2011, 08:35:51 PM
Sephiroth's Up-B on ground? 0:46
http://www.youtube.com/watch?v=4-GkOJ59lTQ


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: xZedkiel on May 18, 2011, 09:27:58 PM
That seems like it would work more like Silent Do0m's Dissidia Cloud's Aerial Fang Down B, how it lands the hit and bounces off.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Hollow on May 19, 2011, 05:44:16 AM
We've already decided that Heaven's Light is going to be the Up B.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Tasty Pumpkin Clock on May 19, 2011, 06:08:15 AM
And flight if he has his wing out.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: _Data_Drain_ on May 19, 2011, 07:53:32 AM
And flight if he has his wing out.
I feel that should only be for the broken version... It would just seem strange to change up Bs with a quick taunt.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Puraidou on May 19, 2011, 07:56:32 AM
And flight if he has his wing out.
It was said he would have that in the OP/OG versions only.

It would just seem strange to change up Bs with a quick taunt.
^This is 1 of the reasons to it.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Lythro on May 19, 2011, 10:25:18 AM
I personally wish there was another balanced version with flight and Heaven's Light.... although that said I don't like how he flys that much. his wing would need to flap more..

I just had an idea. Just crazy speculation. But what if you gave him an extra jump or two if the wing was out instead? And in the jumping animation make his wing very obviously flap down to show that it's giving him some extra flight in the air. I'm only saying this as an alternative to his Up+B flight cause I don't really like how he moves during UpB, it looks pretty stale and automated. Extra jumps like Pit would probably look better aesthetically. And it'd let you use Heaven's Light for UpB? (which I'm looking forward to having)

Any ways, like I said. Just speculation. This hack seems pretty darn busy/nearly complete as is, but I'm keen to hear your thoughts.

Or maybe this was already suggested?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: _Data_Drain_ on May 19, 2011, 10:54:47 AM
I personally wish there was another balanced version with flight and Heaven's Light.... although that said I don't like how he flys that much. his wing would need to flap more..

I just had an idea. Just crazy speculation. But what if you gave him an extra jump or two if the wing was out instead? And in the jumping animation make his wing very obviously flap down to show that it's giving him some extra flight in the air. I'm only saying this as an alternative to his Up+B flight cause I don't really like how he moves during UpB, it looks pretty stale and automated. Extra jumps like Pit would probably look better aesthetically. And it'd let you use Heaven's Light for UpB? (which I'm looking forward to having)

Any ways, like I said. Just speculation. This hack seems pretty darn busy/nearly complete as is, but I'm keen to hear your thoughts.

Or maybe this was already suggested?
Hm... I think he should stick with two jumps, since that's one problem right now he has, he's too good at zoning, although, for the broken version... This could work out, personally, I would like a broken version that's kinda like a boss fight, rather then 100 jumps one hit kills stuff like most broken PSAs have. :P


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Tasty Pumpkin Clock on May 19, 2011, 06:50:02 PM
But there should at least be a separate balanced version with flight as well, or an extra jump or two. For the people that do want that in the balanced version.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Albafika on May 19, 2011, 07:12:43 PM
But there should at least be a separate balanced version with flight as well, or an extra jump or two. For the people that do want that in the balanced version.

I'd also want a version of Sephiroth with Omnislash, you know how awesome would that be?! Or Sephiroth with Kamehameha as Neutral B. XD but those wouldn't be balanced.

I say, for the final result, ask for this "balanced" version you want, but as of now, it's better to keep updating the work being updated in 1 version 'til it reaches its final state, and then, when it reaches it, make the alternated versions. Sounds good?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: xZedkiel on May 19, 2011, 07:18:57 PM
I think I would also like a version with Omnislash, but as a Final Smash to replace the meteor..


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: _Data_Drain_ on May 19, 2011, 07:23:45 PM
I'd also want a version of Sephiroth with Omnislash, you know how awesome would that be?! Or Sephiroth with Kamehameha as Neutral B. XD but those wouldn't be balanced.

I say, for the final result, ask for this "balanced" version you want, but as of now, it's better to keep updating the work being updated in 1 version 'til it reaches its final state, and then, when it reaches it, make the alternated versions. Sounds good?
I still want the one with Peach's parasol. :P

But yeah, that sounds good to me, this way, DO would have less to update each time he would make one... So, he wouldn't have to put all changes into each alternate version.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Puraidou on May 20, 2011, 01:38:25 AM
I still want the one with Peach's parasol. :P
You're really serious about it aren't you? XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Hollow on May 20, 2011, 05:28:07 AM
You're really serious about it aren't you? XD
And I can do it.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Albafika on May 20, 2011, 08:35:46 AM
I still want the one with Peach's parasol. :P

But yeah, that sounds good to me, this way, DO would have less to update each time he would make one... So, he wouldn't have to put all changes into each alternate version.

I TOTALLY want that Parasol made, too. And if it's done, you or I could make the Pink recolour on Sephiroth. :P


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Puraidou on May 20, 2011, 08:38:18 AM
And if it's done, you or I could make the Pink recolour on Sephiroth. :P
WIN XD
I'd totally get that 1 hahaha
i'll make a Haters gonna hate video for it then XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: _Data_Drain_ on May 20, 2011, 11:03:34 AM
WIN XD
I'd totally get that 1 hahaha
i'll make a Haters gonna hate video for it then XD
*Thinks back to that video posted here of Sephiroth running like Kefka*

...

Okay, that would make that even more funny, have him do that run for this version. XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Puraidou on May 20, 2011, 11:31:14 AM
*Thinks back to that video posted here of Sephiroth running like Kefka*
Okay, that would make that even more funny, have him do that run for this version. XD
Exactly what i was hinting at XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: DivineOverlord on May 21, 2011, 12:59:51 PM
I still want the one with Peach's parasol. :P

But yeah, that sounds good to me, this way, DO would have less to update each time he would make one... So, he wouldn't have to put all changes into each alternate version.

who's gonna make this version anyways?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: DrKoala on May 21, 2011, 04:40:53 PM
This might not be, like, the right place for bringing this up, dudes, but, like, with your talk about Sephiroth with a parasol...
Like, think about this.
Sephiroth with a beard. Like, a full beard.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Puraidou on May 21, 2011, 05:03:16 PM
who's gonna make this version anyways?
Hollow, he said that like 3 times now? XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: DivineOverlord on May 21, 2011, 05:34:29 PM
^ oh lol...so he's gonna vertext marth's sword in to an umbrella? only other option will be to replace the meteor, wings, or black materia graphic...EDIT: Or taking out an umbrella as a final smash lol


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Puraidou on May 21, 2011, 05:45:56 PM
^ oh lol...so he's gonna vertext marth's sword in to an umbrella? only other option will be to replace the meteor, wings, or black materia graphic...EDIT: Or taking out an umbrella as a final smash lol
Parasol + Haters gonna hate kefka sephi = epic win video ;D

But yeah who knows how he's going to do it xD


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Thundaga_T2 on May 22, 2011, 12:49:13 AM
Parasol + Haters gonna hate kefka sephi = epic win video ;D

But yeah who knows how he's going to do it xD
If you guys are gonna give him a parasol, maybe you could see about him getting a dress too lol, I think it'd be funnier. But thats me XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Tasty Pumpkin Clock on May 22, 2011, 03:13:26 AM
A bearded, parasol wielding, Sephiroth in a dress...

Jesus. O_O


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Puraidou on May 22, 2011, 07:16:38 AM
A bearded, parasol wielding, Sephiroth in a dress...

Jesus. O_O
That name would fit in a way XDDD


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Hollow on May 22, 2011, 09:13:18 AM
The only way I could give him it is if I replaced a graphic, which I think they're all used up.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Tasty Pumpkin Clock on May 22, 2011, 10:58:06 AM
The only way I could give him it is if I replaced a graphic, which I think they're all used up.

Someone'll just vertex it.

That name would fit in a way XDDD

I was thinking the same thing after I posted that.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Hollow on May 22, 2011, 07:04:29 PM
Once the V3 collab is released, it'll be featured.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Tasty Pumpkin Clock on May 22, 2011, 07:07:33 PM
Is it close to being done?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Hackingstar on May 22, 2011, 07:07:53 PM
Is it close to being done?

i concur with the question.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Hollow on May 22, 2011, 07:09:01 PM
I don't know what more you guys want added to the collab.

I've decided to save my fast version for a while later, and focus on this one.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Tasty Pumpkin Clock on May 22, 2011, 07:28:03 PM
Well what still needs to be done?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: _Data_Drain_ on May 24, 2011, 03:25:27 AM
Well, DO, me and Wolfric had a Wifi Brawl, I'd say this video alone is good feedback. :P
http://www.youtube.com/watch?v=_ap7aRDrOss


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Tasty Pumpkin Clock on May 24, 2011, 03:38:58 AM
2:55 FAAAAAAAAAAAAAIL.

lol FAerial really needs to be changed. Not only does it not suit Sephiroth in the way that it looks but it's really overpowered. As has been pointed out before.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Puraidou on May 24, 2011, 04:24:59 AM
Lol that goes to show Wolfric can spam front air a lot XD
*thinks back to last night for the tourney*
Yeeeeaaahhhh.. XD

But yeah it should be nerfed a bit for the balanced one alright.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Hollow on May 24, 2011, 05:01:22 AM
All these changes, and yet we still failed to remove Marth's gimp FAir. Oh, the agony. XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: _Data_Drain_ on May 24, 2011, 05:05:17 AM
All these changes, and yet we still failed to remove Marth's gimp FAir. Oh, the agony. XD
It's actually a lot better then Marth's, since it has so much more range, and even covers his whole front... Since the hit box starts at the very top of Sephiroth, and ends at the bottom of him...

Well, I feel more end lag, and landing lag might help fix that... Since I feel it should still be a spacing move, but, it should be punishable if he misses, or does it at the wrong time.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Hollow on May 24, 2011, 05:09:27 AM
It's actually a lot better then Marth's, since it has so much more range, and even covers his whole front... Since the hit box starts at the very top of Sephiroth, and ends at the bottom of him...

Well, I feel more end lag, and landing lag might help fix that... Since I feel it should still be a spacing move, but, it should be punishable if he misses, or does it at the wrong time.
Or I should get rid of it altogether.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: _Data_Drain_ on May 24, 2011, 05:13:07 AM
Or I should get rid of it altogether.
Hm... If you do... Thinking about it now, you could use that idea for the neutral air that's been posted, it could have some start up, and end lag, two slashes that don't cover the top and bottom of him, just the very front... But then again, I'm not sure, see what you think of it, it's in that CC video some amount of pages back. :P

Only bad thing about doing that is... What would we do for neutral air then?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Hollow on May 24, 2011, 05:26:42 AM
Hm... If you do... Thinking about it now, you could use that idea for the neutral air that's been posted, it could have some start up, and end lag, two slashes that don't cover the top and bottom of him, just the very front... But then again, I'm not sure, see what you think of it, it's in that CC video some amount of pages back. :P

Only bad thing about doing that is... What would we do for neutral air then?
Neutral Air IS a little ranged..........I don't know.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Albafika on May 24, 2011, 06:31:41 AM
I think adding a bit endlag would fix it.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: _Data_Drain_ on May 24, 2011, 06:51:50 AM
I think adding a bit endlag would fix it.
This is true, and maybe a bit of start up lag too.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Tasty Pumpkin Clock on May 24, 2011, 07:31:19 AM
And also the animation should be improved.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: SiLeNtDo0m on May 24, 2011, 09:18:50 AM
I think adding a bit endlag would fix it.
This is true, and maybe a bit of start up lag too.
And also the animation should be improved.

...Soooooooo

Just use/make a completely different move XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Tasty Pumpkin Clock on May 24, 2011, 09:44:31 AM
lol, yeah...


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Albafika on May 24, 2011, 11:16:43 AM
...Soooooooo

Just use/make a completely different move XD

I'd like to know what you think. I mean, you wanted to make the Fair and Bair before, if I recall correctly. I wonder, what did you have in mind for these? 'Cause we're out of clue for Fair/Bair and Nair. XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: SiLeNtDo0m on May 24, 2011, 12:38:10 PM
I'd like to know what you think. I mean, you wanted to make the Fair and Bair before, if I recall correctly. I wonder, what did you have in mind for these? 'Cause we're out of clue for Fair/Bair and Nair. XD


Not too sure.  I was simply thinking something from Dissidia.  Not entire moves, but sections of moves.  I was having a look moves like Scintilla, Reaper, Godspeed and Oblivion but it was hard to get aspects from those that would suit simple aerials.  For the F Air, maybe something like Sudden Cruelty could work (except just two slashes rather than all the multi-hits):

http://www.youtube.com/watch?v=YuHs9kNedkw&t=50s


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Albafika on May 24, 2011, 01:14:49 PM
Not too sure.  I was simply thinking something from Dissidia.  Not entire moves, but sections of moves.  I was having a look moves like Scintilla, Reaper, Godspeed and Oblivion but it was hard to get aspects from those that would suit simple aerials.  For the F Air, maybe something like Sudden Cruelty could work (except just two slashes rather than all the multi-hits):

[url]http://www.youtube.com/watch?v=YuHs9kNedkw&t=50s[/url]


Thanks for replying!

I was thinking Oblivion would work perfectly as his Side B, kinda like Falco's, but it'd grab whoever touches and multi hit him not doing more than 6%, but looking really nice.

Scintilla would work somehow, adapting it a bit, as well as Sudden Cruelty.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Hollow on May 24, 2011, 01:47:13 PM
Pffffffffffffffft.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: SiLeNtDo0m on May 24, 2011, 02:00:50 PM
Pffffffffffffffft.

Dear Hollow,

I thought you'd know by know that one word comments that contribute nothing to anything are really not particularly accepted here ;)


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Hollow on May 24, 2011, 02:03:51 PM
(http://media.tumblr.com/tumblr_lkyfa0aiWB1qd1ncm.jpg)

F*cking computer. Running slow again.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: OmegaMalkior on May 24, 2011, 03:45:46 PM
([url]http://media.tumblr.com/tumblr_lkyfa0aiWB1qd1ncm.jpg[/url])

(http://www.donch.com/images/Portfolio/GladMont.jpg)


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: _Data_Drain_ on May 24, 2011, 05:21:35 PM
Not too sure.  I was simply thinking something from Dissidia.  Not entire moves, but sections of moves.  I was having a look moves like Scintilla, Reaper, Godspeed and Oblivion but it was hard to get aspects from those that would suit simple aerials.  For the F Air, maybe something like Sudden Cruelty could work (except just two slashes rather than all the multi-hits):

[url]http://www.youtube.com/watch?v=YuHs9kNedkw&t=50s[/url]

Hm... While not a bad idea, the only problem is, it would be a bit odd for Sudden Cruelty to not have at least three hits... Although, two slashes would be more balanced I suppose...

And it is one of his best moves in Dissidia, a staple to his air game, since it combos so well...

It could be three or so, little knock back hits, with a good bit of start up, end, and landing lag, so it's not easy to use...

I do guess if it can be done, it would be nice to have that move, if it's still balanced.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: DivineOverlord on May 24, 2011, 06:10:22 PM
Anyways, what's the current status of this project Hollow?...(I haven't been reading the preceding posts because it went off in a tangent line since my last post)

I finally got the animations going smoothly from wait to attack and vice versa. XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: xZedkiel on May 24, 2011, 06:19:19 PM
I finally got the animations going smoothly from wait to attack and vice versa. XD
This, my good man, has improved it ten fold and killed my ability to wait for version 3.
Sir, you are epic.

On another hand, I still think Scintilla would make for a great Side B even if it's just in the air.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Albafika on May 24, 2011, 06:25:27 PM
This, my good man, has improved it ten fold and killed my ability to wait for version 3.
Sir, you are epic.

On another hand, I still think Scintilla would make for a great Side B even if it's just in the air.

I'd go with Oblivion for Side B Air.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: DivineOverlord on May 24, 2011, 06:25:41 PM
This, my good man, has improved it ten fold and killed my ability to wait for version 3.
Sir, you are epic.

On another hand, I still think Scintilla would make for a great Side B even if it's just in the air.


Scintilla  would work more better as a side B in air, rather than as a down B in air.


I forgot what moves Oblivion and scintilla are I'll go check lol


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Hackingstar on May 24, 2011, 06:27:55 PM
dammit. this probably won't mean much but. here
(i can't believe im doing this but its for the best) i have a better idea. how about side b (ground): shadow flare becomes scintilla. and side b (air): oblivion. just my ideas here. nothing more.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: DivineOverlord on May 24, 2011, 06:29:18 PM
dammit. this probably won't mean much but. here
(i can't believe im doing this but its for the best) i have a better idea. how about side b (ground): shadow flare becomes scintilla. and side b (air): oblivion. just my ideas here. nothing more.

whoa, but sacrificing shadow flare is dangerous.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Hackingstar on May 24, 2011, 06:31:03 PM
whoa, but sacrificing shadow flare is dangerous.
(this won't mean much either i guess) then just make a seperate version of the psa. one with shadow flare. and one with scintilla. then everyones happy...i think..sorta..*sigh* im bad at ideas :(


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Albafika on May 24, 2011, 06:31:22 PM
whoa, but sacrificing shadow flare is dangerous.

Divine, what do you think of Oblivion as Side B? Any way that can be implemented?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Hollow on May 24, 2011, 06:31:27 PM
Yeah, all the work for nothing. Although, DO, I think i could make Shadow Flare shorter with the same effect, using RA Basics and controller imput commands. I won't do it, though.
Maybe for some other PSA.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: DivineOverlord on May 24, 2011, 06:36:46 PM
Divine, what do you think of Oblivion as Side B? Any way that can be implemented?

As a Side B in air I think it can be a good Idea.......or maybe as a different mode....


Yeah, all the work for nothing. Although, DO, I think i could make Shadow Flare shorter with the same effect, using RA Basics and controller imput commands. I won't do it, though.
Maybe for some other PSA.

but how would you control the hit boxes? XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: _Data_Drain_ on May 24, 2011, 06:41:24 PM
As a Side B in air I think it can be a good Idea.......or maybe as a different mode....
He means as an air side B, I like this idea too honestly. :P


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Albafika on May 24, 2011, 06:42:06 PM
As a Side B in air I think it can be a good Idea.......or maybe as a different mode....


but how would you control the hit boxes? XD


Please, consider it. This is how I think it could work, let me know if it's possible:

It'd be like Falco's trajectory and speed, but with a bit more startup lag than Fox'.

The enemies that you touch on the horizontal travel would get this slashing animation over them which will constantly damage them and leave them unable to move 'til it ends (Much like in the vid:

http://www.youtube.com/watch?v=jmDWQdrTLfw&t=22s

PS: I'm Wolfric. <.<;


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: DivineOverlord on May 24, 2011, 06:48:38 PM
Please, consider it. This is how I think it could work, let me know if it's possible:

It'd be like Falco's trajectory and speed, but with a bit more startup lag than Fox'.

The enemies that you touch on the horizontal travel would get this slashing animation over them which will constantly damage them and leave them unable to move 'til it ends (Much like in the vid:

[url]http://www.youtube.com/watch?v=jmDWQdrTLfw&t=22s[/url]

PS: I'm Wolfric. <.<;


Oh I see. Yup this will be easy to do.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Albafika on May 24, 2011, 06:59:33 PM
Oh I see. Yup this will be easy to do.

Can't wait to see it done. ^^


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: _Data_Drain_ on May 24, 2011, 07:52:02 PM
Oh yeah, I just thought of something... Octoslash could work like Aaf wanted, uncharged, a single slash, full change, what it is now, only faster, and all parts of the sword having kill power, rather then just the tip... I think this would work nicely to balance it.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Hollow on May 24, 2011, 07:53:47 PM
but how would you control the hit boxes? XD
Make them appear where the graphics end, with the same variables. But I won't mess with it. I'll make something like it in a different PSA.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Albafika on May 24, 2011, 07:55:31 PM
Oh yeah, I just thought of something... Octoslash could work like Aaf wanted, uncharged, a single slash, full change, what it is now, only faster, and all parts of the sword having kill power, rather then just the tip... I think this would work nicely to balance it.

Totally agreed! This way Octaslash will be a KO move, and balanced for the charge. And the Fsmash would be a normal one, and easy to balance.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: xZedkiel on May 24, 2011, 08:54:24 PM
I'll come out with it, I dislike the Shadow Flare XD I wanted Scintilla as the grounded Side B and Oblivion as the aerial on lol.

Idk, I just don't like how it feels, if it would speed up as it went and could only go towards the initial direction like Zelda's then it'd be more comfortable. Idk, it's just me.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: _Data_Drain_ on May 24, 2011, 09:29:14 PM
Idk, I just don't like how it feels, if it would speed up as it went and could only go towards the initial direction like Zelda's then it'd be more comfortable. Idk, it's just me.
Personally, I like Shadow Flare, plus that was a hard move for DO to code...


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Albafika on May 24, 2011, 09:30:45 PM
Personally, I like Shadow Flare, plus that was a hard move for DO to code...

The move needs a BIT of hitbox tweaking, but I like it, as well.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: DivineOverlord on May 24, 2011, 09:33:50 PM
Personally, I like Shadow Flare, plus that was a hard move for DO to code...

yup yup. I don't plan on taking out shadow flare. it was 1000 lines of code lol


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: _Data_Drain_ on May 24, 2011, 09:36:18 PM
Plus, Shadow Flare is his best move in Dissidia, it's got a lot of uses. :P


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: OmegaMalkior on May 24, 2011, 09:40:03 PM
I think that move needs to have the same time of the duration of the animation of Zelda's Side-B and same damage. And what annoys me most is that now you can't control the horizontal direction of the attack. AND that it explodes on its own.

 (DO, why did you do that? for me, that ruined the move. I liked having full control of the attack, and controlling when it explodes. )


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: _Data_Drain_ on May 24, 2011, 09:49:45 PM
(DO, why did you do that? for me, that ruined the move. I liked having full control of the attack, and controlling when it explodes. )
Well, you got to remember, it's more balanced for it to go off on it's own if you hold it too long.

Since before, you could kinda... Well... You could kinda stall with it... <_<

Other then a slight hit box change, it's pretty good the way it is, since it moves faster horizontally now...

Plus, it's nice that's it's a bit different then Zelda's, and I think it has less end lag...


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: OmegaMalkior on May 24, 2011, 09:53:56 PM
Well, you got to remember, it's more balanced for it to go off on it's own if you hold it too long.

Since before, you could kinda... Well... You could kinda stall with it... <_<

Other then a slight hit box change, it's pretty good the way it is, since it moves faster horizontally now...

Plus, it's nice that's it's a bit different then Zelda's, and I think it has less end lag...
Stall? What do you mean?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: _Data_Drain_ on May 24, 2011, 10:01:31 PM
Stall? What do you mean?
Well, with the old one, you could keep it in one spot indefinitely...

This could be used to ledge camp, and other mean things... Although, if it had a time limit, it would have been okay I guess... But still, I like the current one better, it just feels more natural.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Albafika on May 24, 2011, 10:04:28 PM
Well, with the old one, you could keep it in one spot indefinitely...

This could be used to ledge camp, and other mean things... Although, if it had a time limit, it would have been okay I guess... But still, I like the current one better, it just feels more natural.

[color=beige[^ This.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: xZedkiel on May 25, 2011, 01:17:48 PM
I think you should leave it in there just because of all the hard work you put into it. 'Tis why I said I would've liked instead of I want, I appreciate people who give their all for something ^_^ I just don't like the way it works is all. But I do have to agree, this one is more balanced than the free-roaming S. Flare from the earlier version.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: OmegaMalkior on May 25, 2011, 02:00:50 PM
Off-Topic: (new bowser) It does poison damage, it does poison damage, wait, WTF!!! How is that possible? What effect does the damage give?

On-Topic: Can someone show me a vid example of God's speed?



Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: DivineOverlord on May 25, 2011, 02:04:59 PM
Off-Topic: (new bowser) It does poison damage, it does poison damage, wait, WTF!!! How is that possible? What effect does the damage give?

On-Topic: Can someone show me a vid example of God's speed?



lol I can edit the hit flag graphics. I wonder if I should upload it to the vault. Darkness hits does black fire hit flags and I changed lighting hit flags to stars.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: shadowXtreme on May 25, 2011, 03:21:31 PM
[url]http://www.youtube.com/watch?v=ktvk2WxqKX0[/url]
[url]http://www.youtube.com/watch?v=yYaFcEtfqWE[/url]

This should display Sephiroth's power towards other PSA's >D



Wow its still freakin overpowered o_O
but moves, efects and textures are awesome
By the way, I balanced the past version of this psa
but Im never uploaded it because I dont have the proper permision of  the autor
-----------------------------------------------------------------------------------------------------
I made sephiroth blade smaller,. but not so small,. for balancing purposes, and
fixed slashes hitboxes to be along with the blade size
the bad thing is that I scaled the blade by bone scaling,..
I made smaller hitboxes for some attacks
I made Special Down+B,. smaller,. and a lirl more powerfull,. so that power dont
covers all the stage anymore, and I Scaled graphics to suit the hitbox size

The Final smash Is smaller and the knockback has been reduced, and so I didi with the grapics.
I fixed the 3 hits combo (AAA)
I made some changes for the Side B attack, for balancing purposes
I made air down A attack's hitboxes smaller, and so I did with the grappics
And fixed neutral special B hitboxes,. and I changed damage and knockback to balancing purposes
and maybe some other changes about slashes damages and hitboxing

---------------------------------------------------------------------------------------------

and when I saw the most recent version of this character (2.99), I said myself:
so I have to make all those changes again?? :S
Well here is the deal,. Im asking for permision to publish my work  :/
and if permision is given,. I shall ask for help to continue all this balance work
and balance sephiroth 2.99 too.,

Well, you got to remember, it's more balanced for it to go off on it's own if you hold it too long.

Since before, you could kinda... Well... You could kinda stall with it... <_<


I think he Did it for balancing purposes,.
I did kinda the same In my work lol






Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Puraidou on May 25, 2011, 03:25:57 PM
Well here is the deal,. Im asking for permision to publish my work  :/
and if permision is given,. I shall ask for help to continue all this balance work
and balance sephiroth 2.99 too.,
Dude, they have 2-3 people balancing it out as we speak. Why would you want to upload another balanced version while they are still making it?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: shadowXtreme on May 25, 2011, 03:31:14 PM
Dude, they have 2-3 people balancing it out as we speak. Why would you want to upload another balanced version while they are still making it?

Because,. er,. 4 minds think better than 3 or two? :P
ok,. If people dont like,. i wont share it,. but i will upload a video ,. what is harder ,.

anyway if I can get the permision, and someone wants to test my work, pm me  ._.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: SiLeNtDo0m on May 25, 2011, 03:33:32 PM
I just remembered, the Final Smash hitbox duration is in need of a bit of fixing.  You can still get hit by the hitbox even WAAAAAAAAAAAY after the meteor has exploded.  I was on about 70%, the meteor had exploded a good 30 frames or so ago, I walked forward and I died because the hitbox was still there despite there being almost no indication that there was a hitbox.

@shadowXtreme

Why bone scale the sword?  Why not just download Aafyre's Sephiroth and use the short sword version and scale the hitboxes in PSA?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: shadowXtreme on May 25, 2011, 03:56:58 PM
I just remembered, the Final Smash hitbox duration is in need of a bit of fixing.  You can still get hit by the hitbox even WAAAAAAAAAAAY after the meteor has exploded.  I was on about 70%, the meteor had exploded a good 30 frames or so ago, I walked forward and I died because the hitbox was still there despite there being almost no indication that there was a hitbox.

@shadowXtreme

Why bone scale the sword?  Why not just download Aafyre's Sephiroth and use the short sword version and scale the hitboxes in PSA?

Because ,. I didnt knew a model with a shorter vertexed sword existed,. o_o
can you give me the Http: .,?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: SiLeNtDo0m on May 25, 2011, 04:04:26 PM
Because ,. I didnt knew a model with a shorter vertexed sword existed,. o_o
can you give me the Http: .,?


http://forums.kc-mm.com/Gallery/BrawlView.php?Number=12336

The Brawlvault link contains the model both with long and short swords :)


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: DivineOverlord on May 25, 2011, 04:08:52 PM

Wow its still freakin overpowered o_O
but moves, efects and textures are awesome
By the way, I balanced the past version of this psa
but Im never uploaded it because I dont have the proper permision of  the autor
-----------------------------------------------------------------------------------------------------
I made sephiroth blade smaller,. but not so small,. for balancing purposes, and
fixed slashes hitboxes to be along with the blade size
the bad thing is that I scaled the blade by bone scaling,..
I made smaller hitboxes for some attacks
I made Special Down+B,. smaller,. and a lirl more powerfull,. so that power dont
covers all the stage anymore, and I Scaled graphics to suit the hitbox size

The Final smash Is smaller and the knockback has been reduced, and so I didi with the grapics.
I fixed the 3 hits combo (AAA)
I made some changes for the Side B attack, for balancing purposes
I made air down A attack's hitboxes smaller, and so I did with the grappics
And fixed neutral special B hitboxes,. and I changed damage and knockback to balancing purposes
and maybe some other changes about slashes damages and hitboxing

---------------------------------------------------------------------------------------------

and when I saw the most recent version of this character (2.99), I said myself:
so I have to make all those changes again?? :S
Well here is the deal,. Im asking for permision to publish my work  :/
and if permision is given,. I shall ask for help to continue all this balance work
and balance sephiroth 2.99 too.,

I think he Did it for balancing purposes,.
I did kinda the same In my work lol






Nope. That's just a privatized version. Me or Hollow could have done it if we wanted to.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: shadowXtreme on May 25, 2011, 04:15:08 PM
Nope. That's just a privatized version. Me or Hollow could have done it if we wanted to.

Very well then.,


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: DivineOverlord on May 25, 2011, 04:16:36 PM
Very well then.,

sorry, it would just be too many versions to update when ever Sephiroth gets an update.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: shadowXtreme on May 25, 2011, 04:49:08 PM
sorry, it would just be too many versions to update when ever Sephiroth gets an update.

No worries ._.,  Then I hope that I will have a chance to share my work when the final version of sephiroth comes D:,.

At least I can still working on sephirot for my only private use x_x


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Enigmatic on May 25, 2011, 11:25:31 PM
I know I am coming in after much work, but I just tried this out for the first time, and I think the concepts of all the moves are in essence what make it OP. I mean having giant pillars of fire, a huge meteor, and some sort of burst that hits the entire stage? With stuff like that maybe focus more on the broken versions. It can be really amazing, but it doesn't really lend itself to balancing. That being said it is pretty damn fun, but I think alot of animations could be smoothed out (Not the dodge though, that just looks freaking amazing). Many seemed either choppy or just going straight from one position to the next. Also the side B seemed kind of odd to me. Alot times it just... didn't work. Am I the only one with the problem? Anyway just some my my two cents, and good luck with this.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Tasty Pumpkin Clock on May 26, 2011, 12:14:27 AM
The fire isn't all that powerful unless you charge it, same with the meteor, and once you are charging it it's really easy to avoid.

lol of all the moves we're trying to balance the ones you mentioned aren't on the list.

And side-b just has a small hit box... maybe it can be made larger in the next version.
That is the problem with that, right guys? I'm not actually sure.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Puraidou on May 27, 2011, 08:29:47 AM
I mean having giant pillars of fire, a huge meteor, and some sort of burst that hits the entire stage?
Pillars are easily dodged, meteor kills on high damage with the full charge but that's easily dodgable.
What burst do you mean? The side B? Cause that doesn't hit the entire stage.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: DrKoala on May 27, 2011, 08:43:44 AM
Pillars are easily dodged, meteor kills on high damage with the full charge but that's easily dodgable.
What burst do you mean? The side B? Cause that doesn't hit the entire stage.

I think the dude, like, means the aerial B.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: _Data_Drain_ on May 27, 2011, 09:11:29 AM
I think the dude, like, means the aerial B.
Aerial neutral B? That's easy to dodge, just jump, and even hit him. :P


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Albafika on May 28, 2011, 10:47:34 AM
Baby please don't go~



















































ON-Topic, everyone above stated why aren't the moves aren't OP, although, I think I understand what you're trying to say. I think you're trying to say that we're using the most strong moves Sephiroth has ever used as attacks, and that's why it's hard to make 'em look normal, I kinda agree with you there, but even so, they're pretty much balanced now.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: xZedkiel on May 28, 2011, 11:47:20 AM
^I agree, it's hard to make the strongest moves seem normal.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Lythro on May 29, 2011, 07:25:02 PM
woah, been nearly a month since the last update. and it sounds like plenty of stuff has been chanced since.

Just wondering, we only got to see a few screenshots of DO's Dissidia Final Smash (SuperNova) any chance of at least seeing a vid of how it looks? From the effort that must've went into it, I fear we may have overlooked its potential


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Albafika on May 29, 2011, 07:27:42 PM
woah, been nearly a month since the last update. and it sounds like plenty of stuff has been chanced since.

Just wondering, we only got to see a few screenshots of DO's Dissidia Final Smash (SuperNova) any chance of at least seeing a vid of how it looks? From the effort that must've went into it, I fear we may have overlooked its potential

There's no video of it, you can always download the PSA and try it yourself. =P


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: _Data_Drain_ on May 30, 2011, 09:48:38 AM
I just had an odd thought... If you for any reason decide on making a Brawl- version, I know what his gimmick could be... That teleport glitch he had in older versions, think about it, it's broken, but just enough for Brawl- I think, and would give him something different from the rest of the cast... Although, it might be good to ask someone who knows how to balance a character for Brawl-. :P

Though, this should be after the main version is 100% finished, or at least 95%.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: OmegaMalkior on May 30, 2011, 04:28:06 PM
Ah, now I see from where did he get that entry.
http://www.youtube.com/watch?v=Qu6BFikEvTw


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Tasty Pumpkin Clock on May 30, 2011, 09:38:32 PM
^ Yeah I posted that a while back suggesting it.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: _Data_Drain_ on May 31, 2011, 08:53:59 AM
Here's another video DO.
http://www.youtube.com/watch?v=Mwdvv9zSTWs
This one shows some of Sephiroth's weaknesses.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Hollow on May 31, 2011, 02:20:52 PM
I want to change his grab. Make the grab happen fast, but then have a lot of time pulling it back out, like Link's grab.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: _Data_Drain_ on May 31, 2011, 02:54:23 PM
I want to change his grab. Make the grab happen fast, but then have a lot of time pulling it back out, like Link's grab.
It already has some end lag, the problem is more the fact it comes out so fast, look at other characters with long reaching grabs, they have more start up lag with their grabs... Although, you may want to also fix his running grab, and turning grab, since his running grab has no end lag hardly, and the turning grab is an odd attack rather then a grab...

Also, I wouldn't change forward air other then giving it a good bit of end lag, as Wolfric said, enough to not be able to use it twice in one short hop... And give it some landing lag as well, this should fix that move.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Puraidou on May 31, 2011, 04:07:29 PM
I agree with Data for the balanced version it should have more end lagg. Though the OP nd the OG can ignore that. Lol OG FAir spam ftw? XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Lythro on June 01, 2011, 10:27:44 AM
There's no video of it, you can always download the PSA and try it yourself. =P

Wut? I wasn't aware the PSA with that Final Smash was uploaded.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: DivineOverlord on June 01, 2011, 10:42:15 AM
Wut? I wasn't aware the PSA with that Final Smash was uploaded.

lol it wasn't. That was just testing pictures. I had the camera controls working but the reason why we can't use it is because the stage blocks the view sometimes since the view of the final smash happens on the X axis rather than the casual frontal view of the Z axis. I could potentially make it so that it happens on the Z axis and con but then again, the stage will get in the way of our view.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: xZedkiel on June 01, 2011, 01:41:55 PM
So when do you guys think there will be a release for V3? :o


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Thundaga_T2 on June 01, 2011, 01:57:48 PM
lol it wasn't. That was just testing pictures. I had the camera controls working but the reason why we can't use it is because the stage blocks the view sometimes since the view of the final smash happens on the X axis rather than the casual frontal view of the Z axis. I could potentially make it so that it happens on the Z axis and con but then again, the stage will get in the way of our view.
Maybe you could still have it on the Z axis, but have him slash the opponent with his katana first like he does in dissidia. So it would still look the same, just with a sword slash startup, and maybe you could have it freeze (time) anyone the sword hits, what do you think?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: DivineOverlord on June 01, 2011, 03:15:45 PM
So when do you guys think there will be a release for V3? :o

As soon as Hollow releases the updates he has applied.

Maybe you could still have it on the Z axis, but have him slash the opponent with his katana first like he does in dissidia. So it would still look the same, just with a sword slash startup, and maybe you could have it freeze (time) anyone the sword hits, what do you think?

oooh I see. I think I can cook something up XD...I just imagined how it can work. So, I'm gonna give it a try again, I will take out the 2 final smashes he currently has and replace it with the final smash he does in Final Fantasy Dissidia. ;D


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Hackingstar on June 01, 2011, 03:46:18 PM
As soon as Hollow releases the updates he has applied.

oooh I see. I think I can cook something up XD...I just imagined how it can work. So, I'm gonna give it a try again, I will take out the 2 final smashes he currently has and replace it with the final smash he does in Final Fantasy Dissidia. ;D

YAY!


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Tasty Pumpkin Clock on June 01, 2011, 04:37:29 PM
Sweet


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: SiLeNtDo0m on June 01, 2011, 04:43:50 PM
Good.  Then once you release it, I'll make a blog post for you guys :)


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: OmegaMalkior on June 01, 2011, 05:00:55 PM
Awesome.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: _Data_Drain_ on June 01, 2011, 05:03:30 PM
Good.  Then once you release it, I'll make a blog post for you guys :)
No hinting this time, by God, you're flat out saying it now. XD

All joking aside, I'm looking forward to this.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: xZedkiel on June 01, 2011, 09:59:00 PM
I'm looking forward to this, Sephiroth + Female Announcer saying his name = Oooooh yeaaaah ;D Oh and, Hackingstar, you should add in the sfx that match with the moves and as soon as ssbbtailsfan finds the IDs for Marth, I'll make the PSA call up the right SFX to match.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Hackingstar on June 01, 2011, 10:04:23 PM
I'm looking forward to this, Sephiroth + Female Announcer saying his name = Oooooh yeaaaah ;D Oh and, Hackingstar, you should add in the sfx that match with the moves and as soon as ssbbtailsfan finds the IDs for Marth, I'll make the PSA call up the right SFX to match.

yeah i'll edit the sfx as soon as you edit some of marths sfx to come up during certain moves that u like in the psa.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Lythro on June 02, 2011, 04:16:59 AM
Excellent stuff! :D


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Hackingstar on June 02, 2011, 08:44:03 PM
/\
|
yes indeed


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: xZedkiel on June 02, 2011, 09:05:26 PM
But he needs the sfx first... Your sound Pack doesn't have
"To the promised land" - Hell's Gate
"Fool!" - Shadow Flare
"Cut... Vanish" - Octaslash
"Too late for laments" - Full charged Black Materia
"I'll lead you" or "Descend, heartless angel"
"I bring you despair, ruination to all" - Supernova

So I can't really make the sounds match the moves if they're not there..


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: OmegaMalkior on June 02, 2011, 09:24:18 PM
But he needs the sfx first... Your sound Pack doesn't have
"To the promised land" - Hell's Gate
"Fool!" - Shadow Flare
"Cut... Vanish" - Octaslash
"Too late for laments" - Full charged Black Materia
"I'll lead you" or "Descend, heartless angel"
"I bring you despair, ruination to all" - Supernova

So I can't really make the sounds match the moves if they're not there..
Heartless angel should be as he says it in KH2


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: xZedkiel on June 02, 2011, 09:28:45 PM
I like the Dissidia one. Though it sounds like it should be for a different move.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Hackingstar on June 03, 2011, 07:52:48 AM
 :(....dangit. if i were to make any of those sfx come up...they'd have pretty low quality. plus, in this psa, there's not voice sfx that show up for these moves: black materia, shadow flare, down b: fire pillar, and heartless angel...so really i can't do anything...


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Hollow on June 03, 2011, 02:00:33 PM
Three days of exams and then I'm free!


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Hackingstar on June 03, 2011, 02:33:37 PM
Three days of exams and then I'm free!

in other words you still aren't on summer break yet? no offense man but just sayin...yeah good luck on acing those tests.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Hollow on June 03, 2011, 02:35:09 PM
in other words you still aren't on summer break yet? no offense man but just sayin...yeah good luck on acing those tests.
Acing? Probably not. I'll do fine on Chem, Bio, and Spanish, but everything else is iffy.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: SiLeNtDo0m on June 03, 2011, 02:39:22 PM
in other words you still aren't on summer break yet? no offense man but just sayin...yeah good luck on acing those tests.

Summer break starts at different times for different people.  For example, America's probably broken up already, but you go back in August.  I break up in mid June (June 17th to be exact) and go back in September (I get extended holiday because of my exams though).


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: xZedkiel on June 03, 2011, 03:32:40 PM
Next Thursday is the last day for me, and the sfx can be called up through PSA


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Hackingstar on June 03, 2011, 03:44:38 PM
Next Thursday is the last day for me, and the sfx can be called up through PSA

can't wait!


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: xZedkiel on June 03, 2011, 06:56:36 PM
Just gotta wait till Friday and until ssbbtailsfan finds the IDs for Marth's SFX.

Got the SFX IDs, just wait till tomorrow for only some sounds, until you add the rest. :D

If you don't mind, can you make a Zack Fair pack over ROB Hackingstar?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Lythro on June 07, 2011, 07:26:01 PM
*calmly walks into the thread and applies chest paddles*

CLEAR.

E3's here. It'd be hilarious if Sony announced an FF7 remake. Then we'd get a ton more Sephiroth references to throw around and squabble over!


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: BigBadBooya on June 08, 2011, 02:14:10 PM
A remake of FF7?....It'd be about time!!!!! It's a really famous game yet they waste time by remaking all the others that came before it. And to waste even more time they make more FF Tactics, (tho I love FF Tactic games, but still), ever wonder why? Because they know that if they mess up in any way, millions of people will demand their money back! You now why, because fans (like myself) don't want any more unnecessary drama to be added, and I want the fights to be like the original game, not like FF10, 10-2, 12, and most of all nothing like 13!
 
Also you know what, the movie FF7 Advent Children was off because Cloud isn't a depressed man with a messed up past that he clings to anymore, HE GOT OVER IT AFTER LEARNING THE TRUTH AND ACCEPTING WHO HE WAS!!!!!...With the help of Tifa...I should know...I have FF7...

Everything about FF7 was perfect (to me). For instance magic , summons, skills, and other special abilities was more opened to everyone and because of the materia! There was a materia for just about every situation you ran into. The monsters were tough, but not too unfair, bosses had high healths, BUT NOTHING AS RIDICULOUS AS FF13'S BOSSES!!!......I won't continue for now....


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: madkool on June 08, 2011, 02:29:44 PM
Are the alternate textures only available on marth and not ROB?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: OmegaMalkior on June 08, 2011, 02:35:03 PM
Yes, just look for them in the vault. I would get them for you but I'm busy at the moment


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: madkool on June 08, 2011, 02:37:15 PM
Yes, just look for them in the vault. I would get them for you but I'm busy at the moment


Oh cool, the Marth recolors work over ROB.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: xZedkiel on June 08, 2011, 02:43:23 PM
:(....dangit. if i were to make any of those sfx come up...they'd have pretty low quality. plus, in this psa, there's not voice sfx that show up for these moves: black materia, shadow flare, down b: fire pillar, and heartless angel...so really i can't do anything...
I can make the sounds show up. Try to add in the sounds separately, like "descend." and "heartless angel" Heartless angel can go over his taunt sound. "I bring you despair, ruination to all" can go over his taunt, and "To the promised land" can be over the Final Smash sound, "Too late to repent" can go over the long victory phrase. "cut" over a short sound. "vanish" over another short sound, also "Fool" and his yell when he does Heaven's Light over short sounds.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: madkool on June 08, 2011, 02:47:20 PM
So I have a question, in the balanced version, should the fire attacks be only doing around 5 damage even when charged up? I've also noticed the side b projectile sometimes goes through the enemy?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Hackingstar on June 08, 2011, 04:15:51 PM
I can make the sounds show up. Try to add in the sounds separately, like "descend." and "heartless angel" Heartless angel can go over his taunt sound. "I bring you despair, ruination to all" can go over his taunt, and "To the promised land" can be over the Final Smash sound, "Too late to repent" can go over the long victory phrase. "cut" over a short sound. "vanish" over another short sound, also "Fool" and his yell when he does Heaven's Light over short sounds.

if you can do all that (just making marth sounds show up i'll work on adding sephiroth sfx in), then send the link in pm please.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Albafika on June 08, 2011, 09:40:24 PM
A remake of FF7?....It'd be about time!!!!! It's a really famous game yet they waste time by remaking all the others that came before it. And to waste even more time they make more FF Tactics, (tho I love FF Tactic games, but still), ever wonder why? Because they know that if they mess up in any way, millions of people will demand their money back! You now why, because fans (like myself) don't want any more unnecessary drama to be added, and I want the fights to be like the original game, not like FF10, 10-2, 12, and most of all nothing like 13!
 
Also you know what, the movie FF7 Advent Children was off because Cloud isn't a depressed man with a messed up past that he clings to anymore, HE GOT OVER IT AFTER LEARNING THE TRUTH AND ACCEPTING WHO HE WAS!!!!!...With the help of Tifa...I should know...I have FF7...

Everything about FF7 was perfect (to me). For instance magic , summons, skills, and other special abilities was more opened to everyone and because of the materia! There was a materia for just about every situation you ran into. The monsters were tough, but not too unfair, bosses had high healths, BUT NOTHING AS RIDICULOUS AS FF13'S BOSSES!!!......I won't continue for now....


I totally understand, I hated how Enix emonized Cloud, but nothing left to do than accept him, I guess. I liked the movie, he fought really good there, as well as the rest, but I do agree that his emo attitude is OFF and he should have sticked with his FFVII attitude, oh well.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Thundaga_T2 on June 08, 2011, 11:10:23 PM
I totally understand, I hated how Enix emonized Cloud, but nothing left to do than accept him, I guess. I liked the movie, he fought really good there, as well as the rest, but I do agree that his emo attitude is OFF and he should have sticked with his FFVII attitude, oh well.
You try keeping your personality intact after witnessing one of your friends die by the hand of your enemy. At least he has a reason for it.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Albafika on June 08, 2011, 11:19:11 PM
You try keeping your personality intact after witnessing one of your friends die by the hand of your enemy. At least he has a reason for it.

She died, he got crazy, Tifa helped him recover his memories, and HE ACCEPTED what he was and what he did, and kept his awesome attitude 'til the end of the game (Yes, Aerith died on Disc 1, he kept the attitude even in the end of Disc 3, understand now?). Advent Children turned him emo.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Thundaga_T2 on June 08, 2011, 11:23:46 PM
She died, he got crazy, Tifa helped him recover his memories, and HE ACCEPTED what he was and what he did, and kept his awesome attitude 'til the end of the game (Yes, Aerith died on Disc 1, he kept the attitude even in the end of Disc 3, understand now?). Advent Children turned him emo.
oh i see, sorry i never saw Advent Children lol. I assumed it was Aerith's death that did that to him. And i didnt really understand enough of FF7's story to know that lol. I only played it once.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Tasty Pumpkin Clock on June 08, 2011, 11:40:49 PM
Maybe he's all depressed because of how f*cked up the world became after it practically ended at the end of disc 3. And all that stuff with Aeris, Zack and his false memories, Sephiroth and the whole cloning scenario would mess anyone up.
But really he was just a little down is all, he was still Cloud. (He was the same way in Kingdom Hearts)


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Albafika on June 09, 2011, 07:57:01 AM
Maybe he's all depressed because of how f*cked up the world became after it practically ended at the end of disc 3. And all that stuff with Aeris, Zack and his false memories, Sephiroth and the whole cloning scenario would mess anyone up.
But really he was just a little down is all, he was still Cloud. (He was the same way in Kingdom Hearts)

Yes, he was emo in KH. He turned emo when Enix got involved. Stating he became emo for those facts you mentioned is just looking for a forced logic as to why is he emo make sense, which it doesn't. Enix just screwed up Cloud's behaivor into an emo one, with no explanation. Let's end the OFF-Topic here. lol


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: SiLeNtDo0m on June 09, 2011, 09:53:21 AM
Yes, he was emo in KH. He turned emo when Enix got involved. Stating he became emo for those facts you mentioned is just looking for a forced logic as to why is he emo make sense, which it doesn't. Enix just screwed up Cloud's behaivor into an emo one, with no explanation. Let's end the OFF-Topic here. lol

Correct me if I'm wrong, but weren't they ALWAYS involved *raises eyebrow*?  Unless you're talking about the additional word addition (as in when they released FF7 they were only called Square, not Sqaure Enix).


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Rayn on June 09, 2011, 10:44:59 AM
Correct me if I'm wrong, but weren't they ALWAYS involved *raises eyebrow*?  Unless you're talking about the additional word addition (as in when they released FF7 they were only called Square, not Sqaure Enix).
Nope.


Quote
Square Co., Ltd. (株式会社スクウェア, Kabushiki-gaisha Sukuwea?) was a Japanese video game company founded in September 1983 by Masafumi Miyamoto. It merged with Enix in 2003 and became part of Square Enix. SquareSoft was also a brand name used by Square to refer to their games, and is often used incorrectly to refer to the company itself.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Albafika on June 09, 2011, 11:52:45 AM
Nope.



This, and for the record, they were caled "Squaresoft". :P

The funny thing is, WHAT financially crisis made Squaresoft look for a merge with a competition company (Enix)...


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Hollow on June 09, 2011, 03:21:47 PM
Gee, I'm free as of tomorrow, and I'm in the mood to work on teh Sephy.

Imma ditch my Sephy project, as it's just getting stupider, and work on this one until it's perfect.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Tasty Pumpkin Clock on June 09, 2011, 05:58:25 PM
^ Yay, that's a good idea.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: DivineOverlord on June 09, 2011, 08:17:33 PM
Gee, I'm free as of tomorrow, and I'm in the mood to work on teh Sephy.

Imma ditch my Sephy project, as it's just getting stupider, and work on this one until it's perfect.

sounds good to me. :)


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Hackingstar on June 09, 2011, 08:36:57 PM
sounds good to me. :)

So DO, when's the next update? 7-11-11? XD lol sorry but...yeah..


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Hollow on June 10, 2011, 10:53:23 AM
So, I need the list of updates we agreed on.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Tasty Pumpkin Clock on June 10, 2011, 04:50:53 PM
Like... that everyone agreed on?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Hollow on June 10, 2011, 04:52:41 PM
Well, the ones we wanted.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Hackingstar on June 10, 2011, 04:57:11 PM
Well, the ones we wanted.

which are? (sorry for asking but i must know)


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Tasty Pumpkin Clock on June 10, 2011, 05:06:46 PM
http://www.youtube.com/watch?v=EYOH2Ne8TAs

When he does each move is in the description.

0:19 - "Heaven's Light" for Up Special (And in op and og versions, having the wing out makes him use flight for up-b)
0:55 - "Godspeed" for Aerial Down Special. Made with Kirby's air cutter?
0:37- "Oblivion" for Aerial Side Special. Basically it should work like Falcos side special. He dashes quickly, and if he moves past the opponent, he gets hit with a few 1% hits.
(Like that move he does in KH2 where he dashes behind Sora and then Sora gets slashed a bunch of times.)

Few other changes I remember:
Fire pillars changed to the ones from your version.
Side Special Ground: The second hit should land faster.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Albafika on June 10, 2011, 05:08:30 PM
[url]http://www.youtube.com/watch?v=EYOH2Ne8TAs[/url]

When he does each move is in the description.

0:19 - "Heaven's Light" for Up Special (And in op and og versions, having the wing out makes him use flight for up-b)
0:55 - "Godspeed" for Aerial Down Special. Made with Kirby's air cutter?
0:23 - "Scintilla" for Aerial Side Special. (It only shows the ground version) Basically it should work like Falcos side special. He dashes quickly, and if he moves past the opponent, he gets hit with a few 1% hits.
(Like that move he does in KH2 where he dashes behind Sora and then Sora gets slashed a bunch of times.)


Uh, we actually said we'll do Oblivion as Side B. <<

Edit: Scintilla =/= Oblivion. Lol You described Oblivion, which is the attack we decided on, not Scintilla.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Tasty Pumpkin Clock on June 10, 2011, 05:12:29 PM
Oh you're right. Well they're the same move, Oblivion is just Scintilla but in the air.

Nevermind? I'm not really sure, but they're similar. So it's easy to mix them up.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Albafika on June 10, 2011, 05:29:07 PM
Oh you're right. Well they're the same move, Oblivion is just Scintilla but in the air.

Nevermind? I'm not really sure, but they're similar. So it's easy to mix them up.

Scintilla is a HP atatck that does 2 slashes, Oblivion is the one Falco like. Lol


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Tasty Pumpkin Clock on June 10, 2011, 05:41:03 PM
Ah yes, I didn't even realize they weren't the same. He dashes in both, I didn't bother watching what he did afterward........


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: _Data_Drain_ on June 10, 2011, 07:10:58 PM
Also, he needs end lag on forward, back, neutral aerials, since he can wall you quite a bit... As you've seen in those videos, I'd say, what Wolfric said would work, enough to where you can't do two in one short hop, and I'd also put a bit of landing lag in there too... Also, I think DO found a way to put start up lag on Hell's Gate... It should have that, and more end lag after the move is done, but in exchange, it could be a bit more powerful kill power wise, but the total damage should be like... 18% or so, since at the moment it does 20%.

Now then... I think back and neutral air should be changed... As for neutral air... I think someone suggested this.
http://www.youtube.com/watch?v=N26t6cSRLsw
At 2:22.

As for back air... I'm really not sure, but it needs to be different, since at the moment it's Marth's, but with much more range... Yes, it even has the tipper, making it a powerful kill move right now... I'm sure someone can think of a good back air. :P


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Hollow on June 10, 2011, 07:15:11 PM
Heaven's Light and Godspeed look like simple animations to do.
Actually, so does Oblivion. I should have them done in no time.

Also, Wiki2PSA got updated, and no there's more finds and Events I can work with, so yay!


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: DrKoala on June 11, 2011, 02:45:02 PM
Gee, I'm free as of tomorrow, and I'm in the mood to work on teh Sephy.

Imma ditch my Sephy project, as it's just getting stupider, and work on this one until it's perfect.


Good too hear that you've come to your mind concerning this... so, any idea when you'll be done with version 3?



Also...
Uh...

(http://img851.imageshack.us/img851/9267/beardiroth.png)

Don't, like, ask.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Tasty Pumpkin Clock on June 11, 2011, 04:52:50 PM
aw yeah


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: _Data_Drain_ on June 11, 2011, 06:35:57 PM
Good too hear that you've come to your mind concerning this... so, any idea when you'll be done with version 3?



Also...
Uh...

([url]http://img851.imageshack.us/img851/9267/beardiroth.png[/url])

Don't, like, ask.

Is it... SANTAROTH!?

...

...

...

Nah, I'm just kidding, if anything, he looks a bit like Saruman... A bit.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Tasty Pumpkin Clock on June 11, 2011, 11:30:10 PM
Now we just need the parasol and the dress and whatever the hell else it was.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: xZedkiel on June 11, 2011, 11:58:23 PM
Parasol and pink clothing I believe XD I think I can do the pink part using parts from Peache's dress lol.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: KTH on June 12, 2011, 07:00:28 AM
Good too hear that you've come to your mind concerning this... so, any idea when you'll be done with version 3?



Also...
Uh...

([url]http://img851.imageshack.us/img851/9267/beardiroth.png[/url])

Don't, like, ask.


omg

lol


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: lightning29 on June 12, 2011, 07:47:50 AM
Also, he needs end lag on forward, back, neutral aerials, since he can wall you quite a bit... As you've seen in those videos, I'd say, what Wolfric said would work, enough to where you can't do two in one short hop, and I'd also put a bit of landing lag in there too... Also, I think DO found a way to put start up lag on Hell's Gate... It should have that, and more end lag after the move is done, but in exchange, it could be a bit more powerful kill power wise, but the total damage should be like... 18% or so, since at the moment it does 20%.

Now then... I think back and neutral air should be changed... As for neutral air... I think someone suggested this.
[url]http://www.youtube.com/watch?v=N26t6cSRLsw[/url]
At 2:22.

As for back air... I'm really not sure, but it needs to be different, since at the moment it's Marth's, but with much more range... Yes, it even has the tipper, making it a powerful kill move right now... I'm sure someone can think of a good back air. :P


aww so you want sephiroth to be slower? he was already slow to begin with and sephy is no slow character............ a lot of his moves need to be sped up if you ask me, especially his up smash... then again i just dont like the lags on moves so it could just be me talking


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Tasty Pumpkin Clock on June 12, 2011, 07:57:35 AM
The attacks themselves are fast, and his reach is like... stupidly long. How else are you going to balance it other then to put lag?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: _Data_Drain_ on June 12, 2011, 08:00:58 AM
aww so you want sephiroth to be slower? he was already slow to begin with and sephy is no slow character............ a lot of his moves need to be sped up if you ask me, especially his up smash... then again i just dont like the lags on moves so it could just be me talking

Alright, I would like to point out, as he is now, he's broken, he has far more melee range then ANY OTHER character in Brawl, so he needs some end lag to balance this out, as he is, you can spam forward air, and pretty much be near untouchable...

So no, he does not need speeding up on any of his moves, save for up smash maybe... Something like Ike's end lag might do, maybe just a tiny bit more... Since he should be a character who doesn't rely on pressuring with his smashes, but rather make his foes mess up, and get possibly hit by his kill moves, the Sephiroth player should look for chances to strike... Since he has little start up lag on his moves.

But as he is now, he doesn't really need to do that, since all he has to do is spam forward air, and prevent himself from getting hit.

And also, have you played Dissidia? When put next to other characters from that, he's a pretty good bit slower... Or rather, has more end lag on his moves, which is why he needs to use Shadow Flare, to make the foe more likely to make a mistake he can punish...

Translated into Brawl, he would need a lot of end lag, or else he would be just another broken PSA...

What he needs however, is some changes on his smashes... Octoslash should be made into a full charge forward smash, like how Zero has new attacks for fully charging his smashes, this should also have more speed when it comes out, and all the parts of the sword should kill, the uncharged one could be a single slash, with okay kill power, but a bit of start up lag... A bit like Hollow's old one maybe.

...But enough rambling.

The attacks themselves are fast, and his reach is like... stupidly long. How else are you going to balance it other then to put lag?
...Okay, my post was kinda pointless then, well said dude. XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: lightning29 on June 12, 2011, 08:22:26 AM
The attacks themselves are fast, and his reach is like... stupidly long. How else are you going to balance it other then to put lag?

well the way me and my crew plays if anyone picks sephiroth, everyone else can whoop his a** even if you are good with him, but i guess you are right about the balancing.... but personally i would rather he was faster then stronger or had long reach..... like based off of his actual character he is fast


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: lightning29 on June 12, 2011, 08:26:48 AM
Alright, I would like to point out, as he is now, he's broken, he has far more melee range then ANY OTHER character in Brawl, so he needs some end lag to balance this out, as he is, you can spam forward air, and pretty much be near untouchable...

So no, he does not need speeding up on any of his moves, save for up smash maybe... Something like Ike's end lag might do, maybe just a tiny bit more... Since he should be a character who doesn't rely on pressuring with his smashes, but rather make his foes mess up, and get possibly hit by his kill moves, the Sephiroth player should look for chances to strike... Since he has little start up lag on his moves.

But as he is now, he doesn't really need to do that, since all he has to do is spam forward air, and prevent himself from getting hit.

And also, have you played Dissidia? When put next to other characters from that, he's a pretty good bit slower... Or rather, has more end lag on his moves, which is why he needs to use Shadow Flare, to make the foe more likely to make a mistake he can punish...

Translated into Brawl, he would need a lot of end lag, or else he would be just another broken PSA...

What he needs however, is some changes on his smashes... Octoslash should be made into a full charge forward smash, like how Zero has new attacks for fully charging his smashes, this should also have more speed when it comes out, and all the parts of the sword should kill, the uncharged one could be a single slash, with okay kill power, but a bit of start up lag... A bit like Hollow's old one maybe.

...But enough rambling.
...Okay, my post was kinda pointless then, well said dude. XD

aye well im just saying like not saying no one else is good, but me and my homie kagemaru are like really good so sephiroth's reach means nothing to us, falco can spam grab but to prevent that just dont get grabbed in the first place right? i mean you guys are completely right about the balance, thats all we play with are balanced characters, but me personally would rather sephiroth be faster


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Albafika on June 12, 2011, 11:09:06 AM
lighting29:

1> Don't double post.

2> Your friends don't know how to play Smash, it seems, or rather, with Sephiroth. If you want, I could give you a demonstration of Sephy's power on Wifi?

3> Regarding the balancing:

1* I'd like Up Smash to be as laggy as Ike's, no more, no less. I'm sure it'd work that way.

2* Fsmash should be a normal smash, just 1 slash, and when charged fully (Like it was before, that lasted 5 seconds) it should become this Octaslash, and all Octaslash attacks will have K.O power, so the opponent is hit once, and he'll be knocked out.

3* Bair at this moment is as spammable as Fair, you can mix 'em up to do a potent barrier. I dislike the idea of landing lag, I THINK we could try with just lag for the attack, and if that's not enough, a BIT of landing lag on Fair.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Hollow on June 12, 2011, 12:13:59 PM
Landing lag is what makes aerial attacks punishable. How do you think I feel when I miss with Ganon's DAir? Lots-o-lag.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: lightning29 on June 12, 2011, 12:26:40 PM
lighting29:

1> Don't double post.

2> Your friends don't know how to play Smash, it seems, or rather, with Sephiroth. If you want, I could give you a demonstration of Sephy's power on Wifi?

3> Regarding the balancing:

1* I'd like Up Smash to be as laggy as Ike's, no more, no less. I'm sure it'd work that way.

2* Fsmash should be a normal smash, just 1 slash, and when charged fully (Like it was before, that lasted 5 seconds) it should become this Octaslash, and all Octaslash attacks will have K.O power, so the opponent is hit once, and he'll be knocked out.

3* Bair at this moment is as spammable as Fair, you can mix 'em up to do a potent barrier. I dislike the idea of landing lag, I THINK we could try with just lag for the attack, and if that's not enough, a BIT of landing lag on Fair.

lol aight wulfy i will take you up on that online fight but we use brawl- and we havent tried going online yet

umm i am fully fine with what is being done with sephy i just like speed but i am going to play with him regardless..... i dont know what would have to be done but i would rather he be balanced like how he is in dissidia, speed but he isnt that strong

and what is double posting? so i can know not to do it again


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Albafika on June 12, 2011, 12:27:03 PM
Landing lag is what makes aerial attacks punishable. How do you think I feel when I miss with Ganon's DAir? Lots-o-lag.

Ganondorf can about Dair's lag while shorthopping, though. :P

lol aight wulfy i will take you up on that online fight but we use brawl- and we havent tried going online yet

umm i am fully fine with what is being done with sephy i just like speed but i am going to play with him regardless..... i dont know what would have to be done but i would rather he be balanced like how he is in dissidia, speed but he isnt that strong

and what is double posting? so i can know not to do it again


Brawl-? With Balanced Sephiroth? I rest my case.

Double posting : Two consecutive posts, one after another without another person's posts between them.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: lightning29 on June 12, 2011, 12:30:04 PM
Landing lag is what makes aerial attacks punishable. How do you think I feel when I miss with Ganon's DAir? Lots-o-lag.

lol very true Hollow, lots of lag but there are techniques to have no lag when doing that on regular brawl...... but i know what you mean its just something that has to be delt with, i was only saying i would rather he be faster 


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Hollow on June 12, 2011, 12:32:59 PM
I decided to cancel my fast version in exchange for making this one faster.



Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: lightning29 on June 12, 2011, 12:55:24 PM
I decided to cancel my fast version in exchange for making this one faster.



oh aight cool well cant wait to play with v3 whatever you guys do to him, i know he will still be the sh** 


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Albafika on June 12, 2011, 12:59:00 PM
Landing lag is what makes aerial attacks punishable. How do you think I feel when I miss with Ganon's DAir? Lots-o-lag.

Ganondorf can about Dair's lag while shorthopping, though. :P

lol aight wulfy i will take you up on that online fight but we use brawl- and we havent tried going online yet

umm i am fully fine with what is being done with sephy i just like speed but i am going to play with him regardless..... i dont know what would have to be done but i would rather he be balanced like how he is in dissidia, speed but he isnt that strong

and what is double posting? so i can know not to do it again


Brawl-? With Balanced Sephiroth? I rest my case.

Double posting : Two consecutive posts, one after another without another person's posts between them.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: lightning29 on June 12, 2011, 01:10:52 PM
Brawl-? With Balanced Sephiroth? I rest my case.

Double posting : Two consecutive posts, one after another without another person's posts between them.

[/quote]

lol what you mean? explain why it he is cheating in brawl-
and uhh aight i will try to be more careful about double posting my bad


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Rayn on June 12, 2011, 02:42:47 PM
Ahem. Brawl-, by definition, is BROKEN AS EFF. The fact that this Sephiroth fits perfectly into it means he is also BROKEN AS EFF.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: lightning29 on June 12, 2011, 03:18:53 PM
Ahem. Brawl-, by definition, is BROKEN AS EFF. The fact that this Sephiroth fits perfectly into it means he is also BROKEN AS EFF.

just because i play with brawl- does not mean i have forgotten how to play regular brawl and in brawl- every character was tweaked not just one so its still all balanced, its just broken compared to regular brawl..... so sephy still isn't broken in my opinion. Now i dont know how he works in regular brawl but im sure i could still fight him.... someone link me to a video where sephy was shown being broken please


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Kagemaru on June 12, 2011, 03:27:19 PM
Brawl- isn't entirely broken. As Ema.... Lightning said... its only broken compared to normal brawl.

The Balanced Sephiroth in Brawl- is actually pretty low tiered if I say so myself. His moves are very slow. I can see him being Mid Tiered in normal brawl... But I wont say much since I haven't been keeping up with with this thread for very long. I just heard that there was a v3 comin out and thought I'd check the tail end of the thread for info.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Albafika on June 12, 2011, 03:32:52 PM
just because i play with brawl- does not mean i have forgotten how to play regular brawl and in brawl- every character was tweaked not just one so its still all balanced, its just broken compared to regular brawl..... so sephy still isn't broken in my opinion. Now i dont know how he works in regular brawl but im sure i could still fight him.... someone link me to a video where sephy was shown being broken please

Seriously ?! this is dumb!

lighting, you were saying Sephiroth is weak 'cause you fought him in B-! B-'s moto is "Everything's broken it's balanced", or at least, it used to be.

This Sephiroth is SUPPOSED TO be for NORMAL BRAWL, not Brawl-, so giving feedback concerning - is useless. You were saying you and your friends beat him easily IN Brawl-, heck, even a noob could beat Sephiroth in B-.

This feedback is pointless, next time you give feedback about Sephiroth, do it when compared to THE CODESET we're making him for.

Wow, seriously....

Brawl- isn't entirely broken. As Ema.... Lightning said... its only broken compared to normal brawl.

The Balanced Sephiroth in Brawl- is actually pretty low tiered if I say so myself. His moves are very slow. I can see him being Mid Tiered in normal brawl... But I wont say much since I haven't been keeping up with with this thread for very long. I just heard that there was a v3 comin out and thought I'd check the tail end of the thread for info.

the comparison is not needed. Sephiroth isn't being worked on for Brawl-, the end.

Ahem. Brawl-, by definition, is BROKEN AS EFF. The fact that this Sephiroth fits perfectly into it means he is also BROKEN AS EFF.

Thank you for stating the obvious ANYONE could get, other than some others in here. <_<


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: DrKoala on June 12, 2011, 03:35:29 PM
someone link me to a video where sephy was shown being broken please


http://www.youtube.com/watch?v=_ap7aRDrOss


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: lightning29 on June 12, 2011, 04:27:59 PM
Seriously ?! this is dumb!

lighting, you were saying Sephiroth is weak 'cause you fought him in B-! B-'s moto is "Everything's broken it's balanced", or at least, it used to be.

This Sephiroth is SUPPOSED TO be for NORMAL BRAWL, not Brawl-, so giving feedback concerning - is useless. You were saying you and your friends beat him easily IN Brawl-, heck, even a noob could beat Sephiroth in B-.

This feedback is pointless, next time you give feedback about Sephiroth, do it when compared to THE CODESET we're making him for.

Wow, seriously....

the comparison is not needed. Sephiroth isn't being worked on for Brawl-, the end.

Thank you for stating the obvious ANYONE could get, other than some others in here. <_<

Wait try again wulfy, i didnt say he was weak i said i would rather he be faster, that was the beginning of this conversation and then we started talking about who could beat him.... so back to the matter at hand i would rather he be faster, but regardless i will play with him anyway.... and to settle this just whoop my a** with sephy online and i will eat my words. no laggy connection though


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Puraidou on June 12, 2011, 05:06:39 PM
someone link me to a video where sephy was shown being broken please
[url]http://www.youtube.com/watch?v=_ap7aRDrOss[/url]
I got 2 more to add to yours. Watch them lightning, it'll show his broken status:
http://www.youtube.com/watch?v=ktvk2WxqKX0
http://www.youtube.com/watch?v=yYaFcEtfqWE
That's me playing with the balanced Sephiroth, not the OP or OG ones.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Tasty Pumpkin Clock on June 12, 2011, 05:44:50 PM
lol aight wulfy i will take you up on that online fight but we use brawl-

 *facepalm*

Btw I totally agree with the Forward Smash being one attack and fully charged being the whole every slash kills OctaSlash.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: lightning29 on June 12, 2011, 06:53:45 PM
*facepalm*

Btw I totally agree with the Forward Smash being one attack and fully charged being the whole every slash kills OctaSlash.

lol apprentice i was just pointing that out, i dont have to use brawl- for that fight at all


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: lightning29 on June 12, 2011, 07:50:39 PM
i know im not supposed to double post but i just have to say after watching the videos........ ahem I ACCEPT DEFEAT! lol like when we use hell gate it doesnt have that much range and that big of a hit box, that is broken, the f-air ahh i guess i could deal with it but it is annoying, i think thats the 1-2 punch thing that can be spammed yeah thats broken too... so wulfy i will still fight you but you all were right he does need some lag on his moves....... and he is strong as hell too, but not on our brawl (but then again that could be because of brawl-) so i eat my words i apologize


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Tasty Pumpkin Clock on June 12, 2011, 08:16:43 PM
If you know you're not supposed to double post then don't.
Click modify and add it to your first post.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: lightning29 on June 12, 2011, 08:58:41 PM
If you know you're not supposed to double post then don't.
Click modify and add it to your first post.

oh i didnt think about that my bad still learning


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Tasty Pumpkin Clock on June 12, 2011, 09:29:45 PM
All good.
Also I hope the animation for Fair will be changed. It doesn't look "Sephiroth" at all...


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: lightning29 on June 12, 2011, 09:35:35 PM
All good.
Also I hope the animation for Fair will be changed. It doesn't look "Sephiroth" at all...

lol i know right, not at all but what could a vertical forward slash for sephiroth look like?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Hollow on June 12, 2011, 09:57:05 PM
All good.
Also I hope the animation for Fair will be changed. It doesn't look "Sephiroth" at all...
Yeah, I'm changing that, as well as UAir.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: OmegaMalkior on June 12, 2011, 10:00:38 PM
Yeah, I'm changing that, as well as UAir.
Aw, I loved Uair :O, for me that feels that Seph all the way! The moment Cloud got distracted and Seph started slicing everywhere. It should  remain as it is.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Albafika on June 12, 2011, 10:10:36 PM
Yeah, Uair is fine...

@lighting: No worries, he's weak in B- because the rest is OP. I believe a B- version is gonna be made when this reaches the final update, though.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Tasty Pumpkin Clock on June 12, 2011, 10:12:45 PM
I agree with them, Uair is perfect.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: _Data_Drain_ on June 12, 2011, 10:17:53 PM
Yeah, I'm changing that, as well as UAir.
Why are you changing any of that? You shouldn't bother with it, up air is good the way it is, and forward air is also good the way it is, other then being too spammable, and all that needs is end lag, Focus on what NEEDS changing first, then deal with the other moves.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: lightning29 on June 12, 2011, 10:27:08 PM
Yeah, Uair is fine...

@lighting: No worries, he's weak in B- because the rest is OP. I believe a B- version is gonna be made when this reaches the final update, though.

oh okay awesome :) and are there any changes being made to his up special?

Why are you changing any of that? You shouldn't bother with it, up air is good the way it is, and forward air is also good the way it is, other then being too spammable, and all that needs is end lag, Focus on what NEEDS changing first, then deal with the other moves.

besides adding lag what else needs to be changed?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Albafika on June 12, 2011, 10:27:37 PM
oh okay awesome :) and are there any changes being made to his up special?

Heaven's Light will be his new Up B.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: _Data_Drain_ on June 12, 2011, 10:29:45 PM
Heaven's Light will be his new Up B.
Yeah, this will make his AI better at recovering, and just overall feel more balanced, plus it gives him another possible kill move. :P


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Tasty Pumpkin Clock on June 12, 2011, 10:40:00 PM
Fair's animation needs to be changed, it doesn't suit him at all.
And it wouldn't be that hard either, I'm pretty sure Hollow's already planning to.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: lightning29 on June 12, 2011, 10:50:03 PM
oh yeah that is a better u special all the way, will the animation be just as it is on dissidia?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Albafika on June 12, 2011, 10:54:14 PM
oh yeah that is a better u special all the way, will the animation be just as it is on dissidia?

I hope so. XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: lightning29 on June 12, 2011, 11:02:17 PM
I hope so. XD

cool cool thats whats up, man i really  need to learn how to do vertexes, animation and PSA's so i can help yoou all out and not just sit on the side lines awaiting hopelessly


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Tasty Pumpkin Clock on June 12, 2011, 11:15:58 PM
...it's... not easy....
Correction. Learning ONE of them is not easy, learning all three would be ridiculous.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: SiLeNtDo0m on June 12, 2011, 11:35:54 PM
When about do you expect this to be done?  I'm only asking so I can prepare a date for the blog feature.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: xZedkiel on June 12, 2011, 11:38:54 PM
Heaven's Light into Hell's Gate.. I'd call it the Heaven to Hell combo..


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: lightning29 on June 12, 2011, 11:42:48 PM
...it's... not easy....
Correction. Learning ONE of them is not easy, learning all three would be ridiculous.

yeah thats what i was told, but i have a lot of patience and ambition for stuff like this, if i had the right tools and someone to teach me i would learn how to do it..... but im a hands-on learner i have to be showed and then i have to try it myself and be corrected on my mess-ups and mistakes


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Tasty Pumpkin Clock on June 13, 2011, 12:03:26 AM
Heaven's Light into Hell's Gate.. I'd call it the Heaven to Hell combo..

I like that.

yeah thats what i was told, but i have a lot of patience and ambition for stuff like this, if i had the right tools and someone to teach me i would learn how to do it..... but im a hands-on learner i have to be showed and then i have to try it myself and be corrected on my mess-ups and mistakes

Well there's lots of tutorials... you just need to have LOTS of patience.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: _Data_Drain_ on June 13, 2011, 12:08:38 AM
Heaven's Light into Hell's Gate.. I'd call it the Heaven to Hell combo..
Too bad I don't think that's a real combo in Dissidia... Unless maybe in Dissidia 012, you go into EX Revenge mode, that might make it combo. XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: xZedkiel on June 13, 2011, 12:43:23 AM
Lolz, I'd grab, pummel a bit, up throw, Heaven's Light, Hell's Gate, followed by a jump and Oblivion. Already got the combo ;D and depending on the knockback on Oblivion, there could be more.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: _Data_Drain_ on June 13, 2011, 01:24:01 AM
Lolz, I'd grab, pummel a bit, up throw, Heaven's Light, Hell's Gate, followed by a jump and Oblivion. Already got the combo ;D and depending on the knockback on Oblivion, there could be more.
Hm... But the foe could dodge out of that I think... Although, if you're playing some mod like Brawl+, or Brawl-, you might have a chance to do that for real...

(I wonder how Sephiroth would fair in Brawl-?)


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Tasty Pumpkin Clock on June 13, 2011, 01:42:56 AM
It was like... JUST pointed out that he sucks.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Thundaga_T2 on June 13, 2011, 02:15:00 AM
It was like... JUST pointed out that he sucks.
Wouldnt any balanced character made for normal brawl suck in minus? Unless said character was like really good at mindgames or something.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: _Data_Drain_ on June 13, 2011, 02:23:06 AM
Wouldnt any balanced character made for normal brawl suck in minus? Unless said character was like really good at mindgames or something.
True, the only thing that would make him a threat at all in minus, is his forward air... He would need some changes for a minus version... But we'll discuss about that when the final version of the balanced Sephiroth comes out, THEN we can think about small changes for minus... (Although I can already think of one... That dodge roll teleport glitch from one of the older versions, I thought that was cool, but too broken for normal Brawl... It would fit in minus nicely.)


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Thundaga_T2 on June 13, 2011, 04:32:56 AM
True, the only thing that would make him a threat at all in minus, is his forward air... He would need some changes for a minus version... But we'll discuss about that when the final version of the balanced Sephiroth comes out, THEN we can think about small changes for minus... (Although I can already think of one... That dodge roll teleport glitch from one of the older versions, I thought that was cool, but too broken for normal Brawl... It would fit in minus nicely.)
Do you mean when he stays invisible? Yeah that is kinda broken, but not really that much, since you can still see the 1P/P1 symbols. But since the hitboxes will likely be invisible too, then i think it actually is broken lol.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: _Data_Drain_ on June 13, 2011, 06:09:10 AM
Do you mean when he stays invisible? Yeah that is kinda broken, but not really that much, since you can still see the 1P/P1 symbols. But since the hitboxes will likely be invisible too, then i think it actually is broken lol.

Not that, it was shown in a older video of mine, what happened was, he could cancel his dodge roll into an attack, so he could slide and up smash at the same time... Kinda like a DACUS, but it could be done with more attacks, like down smash, AAA, down tilt, and even simply crouching, it was pretty cool in a broken way.

(And Shiek already turns invisible in Brawl Minus. XD)


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Hackingstar on June 13, 2011, 08:37:24 AM
seems this topic is back on track. and yet hollow is the only one active. by that i mean one that is online for some time. whatever happened to DO and BBB? lets see...judging by their profile displayed ages, i'd say they're both in college. (you guys: no sh** sherlock). but wait...*flashback* "7-11-11" as stated by DO. what does that date mean? 2 answers
1. last day of final exams for DO
2. last day of school then summer break for him

hmmm...guess we'll wait and see.

b4 you all ask, no i'm not trying to rush this progress. i'm just curious.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Albafika on June 13, 2011, 09:19:10 AM
Up B and then Dair? don't see that happening, he should fall in freefall after Up B


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Hollow on June 13, 2011, 10:05:22 AM
Alright, today I'm gonna work on him, then Imma work on Akuma for BY's tourney..



Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Hollow on June 13, 2011, 10:16:32 AM
Also, did we want Godspeed to hit downwards diagonally, or straight in front of him?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: OmegaMalkior on June 13, 2011, 12:19:04 PM
Also, did we want Godpeed to hit downwards diagonally, or straight in front of him?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Hollow on June 13, 2011, 12:20:51 PM

:P

Anyway, Oblivion is almost done.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: xZedkiel on June 13, 2011, 12:27:57 PM
Why must he go into freefall? Can't he go into a state where he can still attack but he can't use Up Special again? I mean, there are characters that have this.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: OmegaMalkior on June 13, 2011, 01:00:33 PM
Why must he go into freefall? Can't he go into a state where he can still attack but he can't use Up Special again? I mean, there are characters that have this.

Like Sonic. He can't use any specials after he does Up-B.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: lightning29 on June 13, 2011, 01:02:47 PM
:P

Anyway, Oblivion is almost done.

hell yeah oblivion was one of my favs besides godspeed or compressed earth


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Tasty Pumpkin Clock on June 13, 2011, 01:33:42 PM
Also, did we want Godspeed to hit downwards diagonally, or straight in front of him?

Downwards Diagonally


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: xZedkiel on June 13, 2011, 01:52:30 PM
Like Sonic. He can't use any specials after he does Up-B.
Exactly, thank you for the example, or even Silent's Shadow PSA, he uses Up B and proceeds to use Neutral Air on the way down.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: SiLeNtDo0m on June 13, 2011, 01:55:48 PM
Exactly, thank you for the example, or even Silent's Shadow PSA, he uses Up B and proceeds to use Neutral Air on the way down.

That's because Sonic and Snake are able to access a certain RA:Bit variable.  It doesn't work for all characters, unless you do a load of tedious coding (like Eldiran did with his Zero).


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: DoctorFlux(Mariodk) on June 13, 2011, 01:59:31 PM
Exactly, thank you for the example, or even Silent's Shadow PSA, he uses Up B and proceeds to use Neutral Air on the way down.
thats is not Sdo0m´s Shadow over Sonic you talking about thats is mine Shadowkong :D(nothing else worked) :D[/end off-topic]


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: xZedkiel on June 13, 2011, 02:00:11 PM
That's because Sonic and Snake are able to access a certain RA:Bit variable.  It doesn't work for all characters, unless you do a load of tedious coding (like Eldiran did with his Zero).
Is it not possible to attempt this for Sephiroth or even Marth? I mean considering the time when Eldiran made Zero, PSA must've made many advances since. But then again, if you say it's hard, then it must be hard.

thats is not Sdo0m´s Shadow over Sonic you talking about thats is mine Shadowkong :D(nothing else worked) :D[/end off-topic]

I'm pretty sure they both can do it.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: SiLeNtDo0m on June 13, 2011, 02:01:40 PM
Is it not possible to attempt this for Sephiroth or even Marth? I mean considering the time when Eldiran made Zero, PSA must've made many advances since. But then again, if you say it's hard, then it must be hard.

I'm pretty sure they both can do it.

It's less difficult and more long and tedious.  I briefly looked at it (but I'll need to look further into it).


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Hollow on June 13, 2011, 02:06:16 PM
Downwards Diagonally
Okay.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: xZedkiel on June 13, 2011, 02:14:11 PM
It's less difficult and more long and tedious.  I briefly looked at it (but I'll need to look further into it).
Alright, thanks man. If I were on your level of PSAing, I would've loved to help you and the Sephiroth project.. T.T


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Albafika on June 13, 2011, 02:25:46 PM
Scrap the freefall, we're trying to balance him out so we can gie him some power afterwards, doing stuff like an Up B with attacks avaibable will just make it harder to balance him.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Hollow on June 13, 2011, 02:26:57 PM
Oblivion is done, except the animation can be improved. On to Godspeed.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Albafika on June 13, 2011, 02:30:45 PM
Oblivion is done, except the animation can be improved. On to Godspeed.

Amazing! (Side B aerial, corect?)


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: lightning29 on June 13, 2011, 02:39:34 PM
will there be any screen shots of the new moves?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Hollow on June 13, 2011, 03:09:51 PM
Amazing! (Side B aerial, corect?)
Ya.
will there be any screen shots of the new moves?
Sure.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: lightning29 on June 13, 2011, 06:29:18 PM
Ya.Sure.

yayee lol that will hold me off until the real thing comes out


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Tasty Pumpkin Clock on June 13, 2011, 11:45:49 PM
Oblivion is done, except the animation can be improved. On to Godspeed.

Will you be using Kirby's air cutter for this?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: _Data_Drain_ on June 13, 2011, 11:51:10 PM
Why must he go into freefall? Can't he go into a state where he can still attack but he can't use Up Special again? I mean, there are characters that have this.
Honestly... That would be a bad idea for Sephiroth... Plus, like I said, it wouldn't combo, Heaven's Light has some ending lag I think, plus there's that whole... Safely recovering thing? He needs to have a somewhat normal recovery, he's not Meta Knight. XD

But seriously, he needs to have free fall, for balance purposes... At least that's how I feel.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Tasty Pumpkin Clock on June 14, 2011, 12:07:58 AM
I dunno... I think the attack would be too much like Marths then...
Honestly I don't think there should be a free fall.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Thundaga_T2 on June 14, 2011, 12:09:14 AM
Honestly... That would be a bad idea for Sephiroth... Plus, like I said, it wouldn't combo, Heaven's Light has some ending lag I think, plus there's that whole... Safely recovering thing? He needs to have a somewhat normal recovery, he's not Meta Knight. XD

But seriously, he needs to have free fall, for balance purposes... At least that's how I feel.
Adding on to Data's comment, wouldnt Heaven's Light have some knockback to it anyway, so how would it combo with anything even if it doesnt make him helpless?

Moves that can combo into Heaven's Light and not the other way around would be better.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Tasty Pumpkin Clock on June 14, 2011, 12:12:07 AM
I'm guessing he would quickly jump? Sonic can do that can't he? And snake?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Thundaga_T2 on June 14, 2011, 12:13:43 AM
I'm guessing he would quickly jump? Sonic can do that can't he? And snake?
Jumping after Up Special? Nobody can do that can they? I know for a fact that both Sonic and Snake cannot.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: _Data_Drain_ on June 14, 2011, 12:22:14 AM
I dunno... I think the attack would be too much like Marths then...
Honestly I don't think there should be a free fall.
Look, it might be a bit like Marth's, but then again, it will have more start up time, no tipper system, so all parts of the blade can kill, and have some end lag... I just think it would be odd to just be able to give him a special right to attack after a killer up B, Snake's up B has no power to it (although it can kill in funny ways), Sonic's is purely a means to go higher, and play mind games, Pit's can... Well, he can be knocked out of it easy... And it has no attack, see where I'm getting at?

Plus, can Cloud attack after his up B? No? Then why should Sephiroth?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: xZedkiel on June 14, 2011, 12:48:10 AM
I guess the combo shall now be Hell's gate folllowed by Heaven's Light. XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Tasty Pumpkin Clock on June 14, 2011, 01:10:34 AM
lol Kay that all makes sense.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: _Data_Drain_ on June 14, 2011, 02:16:28 AM
I guess the combo shall now be Hell's gate folllowed by Heaven's Light. XD
The Hell to Heaven combo? Hm... Like I said, I doubt it would be a real combo, but it sounds cool. XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: MandoWolfe on June 14, 2011, 12:58:30 PM
this sound's like it's gonna be even more awesome now. :D when can the people expect this to be released? i really want to get this one.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: xZedkiel on June 14, 2011, 02:33:18 PM
The Hell to Heaven combo? Hm... Like I said, I doubt it would be a real combo, but it sounds cool. XD
Oh I'll make it a real combo :P you'll see.. soon enough...
*ten days later*
Hmm... Later enough? XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: DivineOverlord on June 14, 2011, 03:59:12 PM
I'm so lost in this project. I don't even know whats going on in this topic anymore haha


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Hackingstar on June 14, 2011, 04:01:05 PM
I'm so lost in this project. I don't even know whats going on in this topic anymore haha

yes. some are ideas for the moveset. and others are...well off-topic XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Albafika on June 14, 2011, 04:17:24 PM
I'm so lost in this project. I don't even know whats going on in this topic anymore haha

Basically, these are the changes:

Up B will be Heaven's Light
Side B (Aerial) will be Oblivion, which Hollow said he finished.
AAA (Last hit needs more knockback)
Usmash (Needs same endlag as Ike's)
Grab needs to have the dashing it does fixed.
Down B will be Godspeed I think.

Other things:

Make Fsmash as Aafyre suggested: Take 5 minutes of charge, and it'll be the atual Octaslash, which will send the foe flying if he's hit by ANY hit box of it, and if it's not fully charged, it'll be a normal smash.

Add lag to Hell's Gate.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: DivineOverlord on June 14, 2011, 04:21:21 PM
Basically, these are the changes:

Up B will be Heaven's Light
Side B (Aerial) will be Oblivion, which Hollow said he finished.
AAA (Last hit needs more knockback)
Usmash (Needs same endlag as Ike's)
Grab needs to have the dashing it does fixed.
Down B will be Godspeed I think.

Other things:

Make Fsmash as Aafyre suggested: Take 5 minutes of charge, and it'll be the atual Octaslash, which will send the foe flying if he's hit by ANY hit box of it, and if it's not fully charged, it'll be a normal smash.

Add lag to Hell's Gate.

whoa what? we'll I'll let that be an alternate version....I'll cook up what I have in mind...I like the current Down B, it just needed some fixes XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Albafika on June 14, 2011, 04:21:54 PM
whoa what? we'll I'll let that be an alternate version....I'll cook up what I have in mind...I like the current Down B, it just needed some fixes XD

That Down B (Godspeed) will be for Aerial, Divine. =P The Ground Down B will stay.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: DivineOverlord on June 14, 2011, 04:24:06 PM
That Down B (Godspeed) will be for Aerial, Divine. =P The Ground Down B will stay.

Hmm but It wouldn't work right to have it as a down B in air since you'll have to push the down button which would make sephy fall faster and unable to do godspeed. but we'll see how it goes.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Hackingstar on June 14, 2011, 04:26:28 PM
hey DO, out of curiosity (NOT RUSHING), what's 7-11-11? is it a special date for something?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: DivineOverlord on June 14, 2011, 04:32:48 PM
^ lol nope. its just some random date lol...I'm gonna be free starting friday, but I wonder who I should work on to release over the weekend.

1. Mew
2. Sephiroth update
3. Mewtwo Revamp
4. Freya Revamp
5. Skull Kid update
6. Hero of Time Link Update
7. My Vampire PSA
8. Random project like what I did with gunner yuna lol

so many options, so little time :D


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Albafika on June 14, 2011, 04:35:09 PM
Hmm but It wouldn&#039;t work right to have it as a down B in air since you&#039;ll have to push the down button which would make sephy fall faster and unable to do godspeed. but we&#039;ll see how it goes.

Isn't it possible to have him stay "frozen" in position on the air while doing the move?

Also, I'd like to suggest you a moveset. =P


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Tasty Pumpkin Clock on June 14, 2011, 04:35:57 PM
Hmm but It wouldn't work right to have it as a down B in air since you'll have to push the down button which would make sephy fall faster and unable to do godspeed. but we'll see how it goes.

Godspeed is the attack where he shoots those air blades, pressing down + B in the air, would only make him drop for a split second, then the attack would make him stay in place while doing the attack, and then free falling.

Usmash (Needs same endlag as Ike's)

That doesn't make sense... it has WAY more reach then Ike's, and doesn't it do more damage?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Hackingstar on June 14, 2011, 04:36:54 PM
^ lol nope. its just some random date lol...I'm gonna be free starting friday, but I wonder who I should work on to release over the weekend.

1. Mew
2. Sephiroth update
3. Mewtwo Revamp
4. Freya Revamp
5. Skull Kid update
6. Hero of Time Link Update
7. My Vampire PSA
8. Random project like what I did with gunner yuna lol

so many options, so little time :D

how about a poll with those options? whoever gets the most votes wins and will be released over the weekend. how's that sound? or is that bad


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Albafika on June 14, 2011, 04:37:37 PM
Godspeed is the attack where he shoots those air blades, pressing down + B in the air, would only make him drop for a split second, then the attack would make him stay in place while doing the attack, and then free falling.

That doesn't make sense... it has WAY more reach then Ike's, and doesn't it do more damage?

It's got more vertical reach, but less Horizontal reach, I think, and with Ike's endlag, it'd be balanced... I think. It'd just require testing, Ike's very punishable after that move, at least.

DO: Lemme know if you want to hear suggestions for random movesets. =P I've got another Gunner in mind.. Actually.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: DivineOverlord on June 14, 2011, 04:42:54 PM
It's got more vertical reach, but less Horizontal reach, I think, and with Ike's endlag, it'd be balanced... I think. It'd just require testing, Ike's very punishable after that move, at least.

DO: Lemme know if you want to hear suggestions for random movesets. =P I've got another Gunner in mind.. Actually.

what character is it? Dante from devil may cry? lol I can put him over marth or Ike.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Albafika on June 14, 2011, 04:47:34 PM
what character is it? Dante from devil may cry? lol I can put him over marth or Ike.

It'd be either Dante from DMC (Over Ike preferably, due to Ike having his best vertex) using some of Sdo0m's ideas if he doesn't minds, or Vincent Valentine over Ike, I am sure an awesome Vertex of him will be done over Ike after this is done.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Tasty Pumpkin Clock on June 14, 2011, 04:50:07 PM
Yeah I'm sure Beyond would upgrade his Vertex.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: DivineOverlord on June 14, 2011, 04:53:41 PM
I think I would do better with a Dante PSA from DMC since I already know his moveset from the game. :D


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Albafika on June 14, 2011, 05:01:46 PM
Damnit, I was hoping you'd go for Vincent. XD

I'm looking forward to Dante, if he's coming someday. =P


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: DivineOverlord on June 14, 2011, 05:05:32 PM
Damnit, I was hoping you'd go for Vincent. XD

I'm looking forward to Dante, if he's coming someday. =P

Lol I'm just not familar with vincent. I saw him in some commercials when they used to advertise it and that was all...I usually do better with a moveset I have first hand experience with. XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Albafika on June 14, 2011, 05:12:13 PM
Lol I'm just not familar with vincent. I saw him in some commercials when they used to advertise it and that was all...I usually do better with a moveset I have first hand experience with. XD

Yeah, I understand that, he's just a character of FF, after all, not a main character, not a main antagonist. Still, he's just about shooting (From Rifle to Magnum), that's why I suggested it (Also that he is badass). =P


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: lightning29 on June 14, 2011, 06:10:08 PM
Yeah, I understand that, he's just a character of FF, after all, not a main character, not a main antagonist. Still, he's just about shooting (From Rifle to Magnum), that's why I suggested it (Also that he is badass). =P

Hell yeah he is the [censored], i actually already requested him im sure i have talked to you and Divine about this....... but the moveset i have chosen is all oriented around just cerberus and not any of his other guns


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Albafika on June 14, 2011, 06:25:12 PM
Hell yeah he is the [censored], i actually already requested him im sure i have talked to you and Divine about this....... but the moveset i have chosen is all oriented around just cerberus and not any of his other guns



I'd actually prefer a long distance (Guns/Rifle) moveset, since those are the weapons he uses. XD

(http://media1.my.88db.com/my_UploadFiles/2008/04/21/BE493D40-3E63-4B63-A7C8-63F35F835CC2.jpg)

(http://media2.my.88db.com/my_UploadFiles/2008/04/21/D41EEF96-8533-49AC-8A2A-2CCCC829EADD.jpg)



Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Hollow on June 14, 2011, 07:50:16 PM
DO, do you know if variables can be used with hitbox offsets as well as graphics offsets?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: DivineOverlord on June 14, 2011, 08:04:46 PM
DO, do you know if variables can be used with hitbox offsets as well as graphics offsets?

I found it to only work with graphic offsets. For some reason, it doesn't work with hitbox offsets, I always end up using bones lol


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Hollow on June 14, 2011, 08:53:53 PM
You tried Basic Variables and float variables?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: lightning29 on June 14, 2011, 09:55:49 PM
I'd actually prefer a long distance (Guns/Rifle) moveset, since those are the weapons he uses. XD


oh yeah i know but i like combos so i suggested cerberus to fire like a shotgun so like mid range, just look at my moveset and tell me what you think and should be changed


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: _Data_Drain_ on June 15, 2011, 11:26:50 AM
It's got more vertical reach, but less Horizontal reach, I think, and with Ike's endlag, it'd be balanced... I think. It'd just require testing, Ike's very punishable after that move, at least.

DO: Lemme know if you want to hear suggestions for random movesets. =P I've got another Gunner in mind.. Actually.
Yeah, and if nothing else, it's not quite as powerful either, and if all else fails... Make it's damage, and knock back a bit less. XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: SmashClash on June 15, 2011, 11:36:40 AM
100th page - First post. :af2:
Congrats everyone involved in this PSA.

This should be your main thread, DO.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: Hollow on June 15, 2011, 02:20:27 PM
Sorry I haven't made any updates. My brother got Lego Pirates of the Caribbean for his bday, and I've been playing it all day with him. :P


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added
Post by: DivineOverlord on June 15, 2011, 02:25:46 PM
Here is a preview of Dante. I just started working on him a few minutes ago. I won't be able to continue till friday and will release him in the weekend.


Final Smash
(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110615_1329binout-1.jpg)



Wait animations

(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110615_1318binout.jpg)

(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110615_13181binout.jpg)



Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hackingstar on June 15, 2011, 03:07:52 PM
^ lol nope. its just some random date lol...I'm gonna be free starting friday, but I wonder who I should work on to release over the weekend.

1. Mew
2. Sephiroth update
3. Mewtwo Revamp
4. Freya Revamp
5. Skull Kid update
6. Hero of Time Link Update
7. My Vampire PSA
8. Random project like what I did with gunner yuna lol

so many options, so little time :D

aaand option 8 wins XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Lythro on June 15, 2011, 05:04:48 PM
Dante? Time to get STYLISH, BABY!

Marvel vs Capcom 3 would be a great game to reference off for this.

Stinger, Skydance with Agnes and Rudra, devil trigger, cerebus moves, Ebony & Ivory button mashing bullet time are just a few things I could mention.

Hell, for one of his throws, make him surf on the opponent like in DMC3!


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: DivineOverlord on June 15, 2011, 05:10:04 PM
surf on the opponent like in DMC3!???

OMG that sounds awesome. I'll make the animation right now .


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: fighter20brawler10 on June 15, 2011, 05:12:55 PM
I want to see Giga Bowser with a sword :srs:


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: SiLeNtDo0m on June 15, 2011, 05:13:26 PM
Man I love how resourceful you are with GFX and models.  You always make it look cool XD

I'd definitely like to see this completed.  Then I could pit him against V.Joe for the ultimate match of Stylish vs Viewtiful


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hackingstar on June 15, 2011, 05:14:48 PM
hey silentdoom (off-topic question) why do you "hate" getting pms?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: DivineOverlord on June 15, 2011, 05:20:09 PM
I want to see Giga Bowser with a sword :srs:


lol it looks really cool as a final smash. Since Dante is a half demon, I guessed it would be cool if his final smash be a transformation to his full demon form and Giga Bowser was the perfect one to choose. :af:

Man I love how resourceful you are with GFX and models.  You always make it look cool XD

I'd definitely like to see this completed.  Then I could pit him against V.Joe for the ultimate match of Stylish vs Viewtiful


haha thanks. hopefully this turns out good :D...I just got done giving him guns. I'm kinda going by this video
http://www.youtube.com/watch?v=J3lKzgP4ROo for his shooting animations.

hey silentdoom (off-topic question) why do you "hate" getting pms?


I think he gets the same type of emails I get, which are lots of requests and questions...I mean lots of questions XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hackingstar on June 15, 2011, 05:22:30 PM
hmm. also did ya see this?

"quote"

me: aaand option 8 wins XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: DivineOverlord on June 15, 2011, 05:23:32 PM
hmm. also did ya see this?

"quote"

me: aaand option 8 wins XD

yep I did. I was thinking about making a Dante PSA but I always ended up doing something else


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hackingstar on June 15, 2011, 05:24:50 PM
yep I did. I was thinking about making a Dante PSA but I always ended up doing something else

*knows what you're saying but decides to say:* you're gonna do something else? dude! make up your mind man XD lol


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: lightning29 on June 15, 2011, 05:52:41 PM

uhh why is giga bowser a good choice for Dante's final? he doesn't look like DMC demon at all, and Dante doesn't turn into a giant demon anyway, i disagree.....but im not the one doing the PSA just stating my opinion..
(http://images.wikia.com/protagonist/images/4/44/Cg_dante_dt.jpg)

any whom, it would be cool if you could give him style change with his taunts; gunslinger, sword master, trickster, and guardian i think


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: DivineOverlord on June 15, 2011, 06:05:35 PM
uhh why is giga bowser a good choice for Dante's final? he doesn't look like DMC demon at all, and Dante doesn't turn into a giant demon anyway, i disagree.....but im not the one doing the PSA just stating my opinion..

any whom, it would be cool if you could give him style change with his taunts; gunslinger, sword master, trickster, and guardian i think

yeah but thats just a beta final smash untill I can find a better model or a better Idea for a final smash...

-I can only have sword, Beowulf  (gauntlets) and gun mode. If I run out of space, I probably would have to combine all three.

Here are the options for mode 3. choose wisely.

1. Beowulf  (gauntlets)
2. Agni & Rudra - Two living (and talkative) swords Dante wields simultaneously. They are two scimitars with serrated edges. They are based on hindu mythology, where Agni is the god of fire and Rudra the god of the wind and storms. Dante earns these weapons after defeating the pair, who had each taken control of headless demons' bodies.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: lightning29 on June 15, 2011, 06:27:33 PM
yeah but thats just a beta final smash untill I can find a better model or a better Idea for a final smash...

-I can only have sword, Beowulf  (gauntlets) and gun mode. If I run out of space, I probably would have to combine all three.

Here are the options for mode 3. choose wisely.

1. Beowulf  (gauntlets)
2. Agni & Rudra - Two living (and talkative) swords Dante wields simultaneously. They are two scimitars with serrated edges. They are based on hindu mythology, where Agni is the god of fire and Rudra the god of the wind and storms. Dante earns these weapons after defeating the pair, who had each taken control of headless demons' bodies.

lol aww thats ugly for you to make us choose between those 2 hmmmm...... i would say beowulf since it was strong, but then i would say agni and rudra for the combos and the wind and fire....... agni and rudra it is


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Tasty Pumpkin Clock on June 15, 2011, 06:28:49 PM
uhh why is giga bowser a good choice for Dante's final? he doesn't look like DMC demon at all, and Dante doesn't turn into a giant demon anyway, i disagree.....but im not the one doing the PSA just stating my opinion..
([url]http://images.wikia.com/protagonist/images/4/44/Cg_dante_dt.jpg[/url])


>: /   Do we have a model that looks like that? No.
         Giga Bowser is a great idea.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: lightning29 on June 15, 2011, 06:41:53 PM
>: /   Do we have a model that looks like that? No.
         Giga Bowser is a great idea.


well there are other possibilities and like Divine said its only for the beta so he will come up with something better slick, sh** i got ideas to help him out if he needs them


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: DivineOverlord on June 15, 2011, 06:49:59 PM
im good. here are the things i would go by

GunsEdit Guns sectionEdit

    Ebony & Ivory - Dante's two handmade semi-automatic .45 caliber handguns. Their rate of fire is dependent on how quickly the player can press the fire button. The guns seem to be based loosely on the Colt 1911 handgun.
    Shotgun - A powerful 12-gauge double-barreled sawn-off shotgun with a large spread. Good at knocking enemies back but has a fairly slow rate of fire.
    Artemis - A powerful laser weapon that can target several enemies at once.
    Spiral - A very powerful sniper rifle with a slow rate of fire.
    Kalina Ann - A huge rocket launcher with a large blade attached to a chain on front, which is used like a grappling hook and a bayonet in conjunction with the Hysteric attack.

Devil May Cry 3: Dante's Awakening Special Edition also includes a ranged weapon for Vergil, which is not technically a gun.

    Summoned Swords - Swords made out of energy which Vergil can summon and hurl at his enemies at will.

Devil armsEdit Devil arms sectionEdit

    Rebellion - Dante's massive sword (a longsword, but stylized for effect). It was a memento from his father; its power remains dormant until awakened by Dante's blood. Dante begins the game with this weapon.
    Cerberus - Ice elemental, three-pieced flail weapon, like a nunchaku (or a holy water sprinkler but with three sides). The essence of the ice guardian Cerberus, which Dante must defeat.
    Agni & Rudra - Two living (and talkative) swords Dante wields simultaneously. They are two scimitars with serrated edges. They are based on hindu mythology, where Agni is the god of fire and Rudra the god of the wind and storms. Dante earns these weapons after defeating the pair, who had each taken control of headless demons' bodies.
    Nevan - A demonic electric guitar that summons bats engulfed in electricity when Dante plays it; it can also be swung as a scythe. It is the weapon formed from the succubus Nevan's acceptance of Dante's cause.
    Beowulf - A powerful set of gauntlets and greaves blessed with the sacred power of light, giving the wearer improved attack power and speed. Obtained after you beat Vergil the second time (he obtained them by killing a weakened and blinded Beowulf).

Devil May Cry 3: Dante's Awakening Special Edition also contained Devil Arms for Vergil. He begins the game with all of them.

    Beowulf - Vergil can obtain these as well.
    Yamato - A katana with dark powers, a memento from Sparda. Vergil is trained in the iaido style and sometimes fights with it still in its scabbard (sheath), drawing it only to deliver a lightning-fast flurry of cuts.
    Force Edge & Yamato - The sword which Sparda, Vergil and Dante's father, used to fight off the demonic invasion, and seal off the Demon World. It is a [broadsword with a distinct European style to it. Vergil fights with it and Yamato at the same time, when the Force Edge is selected. It is also Dante's first weapon in the original Devil May Cry.

The Devil Trigger forms of both Dante and Vergil were designed by Atlus art director Kazuma Kaneko.
StylesEdit Styles sectionEdit

The biggest change is the new combat system, which allows Dante to choose one of six different styles of combat in each mission, which enable him to use special techniques related to the style's focus. The four default styles, with moves, are:
TricksterEdit Trickster sectionEdit

Focuses on dodging and agility. The techniques are best used both for evasion and for closing in on faraway enemies.

    Dash - A quick dash in any direction. At higher Trickster levels, this can be done up to three times in a row.
    Wall Hike - Run up or across a wall, then kick off.
    Sky Star - A mid-air dash.
    Air Trick - Disappear and reappear above an enemy's head, ready to strike.

SwordmasterEdit Swordmaster sectionEdit

Focuses on techniques for the Devil Arms.

    Rebellion Abilities
        Prop Shredder - Spins the sword, repeatedly striking whatever's in front of Dante.
        Aerial Rave - Slashes an enemy in mid-air up to four times, during a jump.
        Sword Pierce - Throws the sword at an enemy; without the sword, Dante fights hand-to-hand.
        Dance Macabre - Unleash a massive number of slashes at breakneck speeds.
        Crazy Dance - Stick your sword into the ground during Dance Macabre and spin around it, kicking all enemies near you.
    Cerberus Abilities
        Flicker - Whirl the flail around, hitting enemies in the immediate vicinity. Can be used in mid-air.
        Crystal - Thrust the flail into the ground to create huge ice pillars.
        Million Carats - Thrust the flail into the ground to creat a huge ice glacier surrounding Dante.
        Ice Age - Encases Dante in a thick shield of ice, protecting him from all attacks.
    Agni & Rudra Abilities
        Crossed Swords - Destroy enemies with an X-style sword slash.
        Sky Dance - Swing both swords in mid air, then descend to the ground, spinning like a saw blade.
        Crawler - Plunge your swords into the ground, unleashing a carpet of flame in the enemy's direction.
        Twister - Spin your swords to create a vortex of fire and wind.
        Tempest - Generate a flame vortex that burns everything in its path.
    Nevan Abilities
        Slash - Attack enemies with the bladed section of your guitar.
        Air Slash - Attack enemies with your guitar's blade while in mid-air.
        Feedback - Whirl your guitar around your body, hitting nearby enemies.
        Crazy Roll - Generate electricity while slashing enemies with your guitar.
        Distortion - Attack enemies with a barrage of bats and blasts of lightning.
    Beowulf Abilities
        Zodiac - Emit a charged ball of energy from your fingertips.
        The Hammer - While in mid-air, smash your enemies to the ground.
        Volcano - Slam the ground with your fist to create a small super-nova.
        Real Impact - A highly focused, incredibly powerful uppercut that obliterates enemies.
        Tornado - Knock the enemy into the air, then follow them, kicking hundreds of times at lightning speeds.

GunslingerEdit Gunslinger sectionEdit

Focuses on techniques for firearms.

    Ebony & Ivory Abilities
        Twosome Time - Fires pistols in two different directions.
        Wild Stomp - Fires pistols at a downed enemy, then kicks it away.
        Rain Storm - Jumps into the air, blasting pistols down in circular motion, knocking down all enemies.
        Charge Shot - Charges weapon, then fires off a magically imbued burst.
        Rapid Shot - Quickly clicks off a large number of shots in a short period of time.
    Shotgun Abilities
        Fireworks - Swings the shotgun around like nunchaku, firing in different directions.
        Charge Shot - Charges weapon, then fires off a magically imbued burst.
        Rapid Shot - Quickly click off a large number of shots in a short period of time.
        Gun Stinger - Rams the shotgun into an enemy and fires a concentrated burst of buckshot.
        Point Blank - Fires the shotgun while standing right next to the enemy, doing massive damage.
    Artemis Abilities
        Multi-lock - Locks on to a single enemy and fires several lasers at them.
        Sphere - Fires a giant orb of laser energy.
        Acid Rain - Shoots multiple laser beams into the air which come raining down on enemies.
    Spiral Abilities
        Trick Shot - Ricochets bullets off walls to hit multiple enemies.
        Sniper - Targets an enemy's weak point and fires a high-damage shot.
        Reflector - Fires a bullet that ricochets off nearby surfaces, then hits the enemy for massive damage.
    Kalina Ann Abilities
        Hysteric - Fires a barrage of mini-missiles at the enemy.
        Grapple - Fires the bayonet at an enemy, impaling them, then pulls them towards you.
            N.B.: By using Hysteric immediately after Grapple, the enemy drawn close will be stabbed by Kalina Ann's bayonet.

Royal GuardEdit Royal Guard sectionEdit

Focuses on absorbing enemy strikes and projecting the energy back. Considered one of the strongest styles, but also challenging to master due to the strict timing required for Just Guard and Just Release.

    Block & Charge - Block enemy attacks, building up anger and adrenaline.
    Just Guard - By blocking at the precise instant just before an enemy's attack hits, Dante suffers no damage and gains more rage for release.
    Release - Release pent-up anger charged from blocked enemy attacks, dealing great damage.
    Just Release - By releasing at the precise instant just before an enemy's attack hits, Dante executes a counter attack that deals approximately three times more damage than a normal release.
    Air Block - Block in mid-air.
    Air Release - Release in mid-air.
    Ultimate - Block enemy attacks and convert the energy into health for yourself.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: lightning29 on June 15, 2011, 07:16:15 PM
oh okay well yeah Divine you dont need my help at all so do your thang and i will just await the gangsta


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: DivineOverlord on June 15, 2011, 08:19:11 PM
whew just got done with most of his gun animations...here's a peak


(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110615_1922binout.jpg)


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: lightning29 on June 15, 2011, 08:32:38 PM
whew just got done with most of his gun animations...here's a peak


damn Divine you move quick as hell, im already anxious as hell


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: xZedkiel on June 15, 2011, 10:25:54 PM
I think he holds it too high, it's above eyesight, it should be level or below eyesight.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: DivineOverlord on June 15, 2011, 10:40:59 PM
oh that was the moment he shot the gun lol..I'll post more previews later.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hackingstar on June 15, 2011, 10:41:59 PM
hey divine guess what? an update to the sephiroth sfx may be coming soon. are you surprised?

*EDIT* meant WILL be coming soon.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Albafika on June 15, 2011, 10:42:36 PM
I think he holds it too high, it's above eyesight, it should be level or below eyesight.

Agreed.

oh that was the moment he shot the gun lol..I&#039;ll post more previews later.

Same with Yuna, I think the aim of her should be lower, as well. I tested her, you can really really count on me  for feedback, DO.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: DivineOverlord on June 15, 2011, 10:48:23 PM
hmm you guys are right, right now i was brawling against pikachu and my bullets couldnt hit him unless he jumped...I'll put the aim below eye sight.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Albafika on June 15, 2011, 10:56:16 PM
hmm you guys are right, right now i was brawling against pikachu and my bullets couldnt hit him unless he jumped...I'll put the aim below eye sight.

Can't wait to see the new Yuna version, as well as a release for Dante, DO. =D


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hackingstar on June 15, 2011, 10:59:25 PM
and don't forget sephiroth sfx update from me and xzedkiel. that is all. good day *logs off*


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Tasty Pumpkin Clock on June 15, 2011, 11:03:01 PM
The naruto moveset changes his smash if you hold up.
Perhaps Dante can shoot up or down depending on how you hold the stick?
Then he can hit those small characters like Pikachu.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Albafika on June 15, 2011, 11:04:44 PM
The naruto moveset changes his smash if you hold up.
Perhaps Dante can shoot up or down depending on how you hold the stick?
Then he can hit those small characters like Pikachu.

Moveset changing is not something I'd like, I mean, if DO's aiming for a vBrawl Balanced Dante, it's not something that should even be considered. But if balancing is not the goal, go ahead!

I MEAN, if this is possible to achieve, it'd be awesome, since it'd really be as he is in his DMC games.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Tasty Pumpkin Clock on June 15, 2011, 11:06:53 PM
Not the entire moveset, just the attack depending on how you hold the stick.
If you hold it down he shoots downwards a bit.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: DivineOverlord on June 15, 2011, 11:07:49 PM
We'll see. The hardest part for me is giving him 3 modes. After I use up all of Ike's current animations. I could give him more animations but the new ones will have his eyes closed :/....unless I figure something else out.

The three modes I will give him are
1. Sword Master
2. Gun
3. Beowulf
(I might combine all three)
I wonder If I can find a gauntlet model somewhere. .........


Oh yeah, I finished his run, walk, wait, and gun animations. I should be done with this psa this week.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Albafika on June 15, 2011, 11:11:12 PM
We'll see. The hardest part for me is giving him 3 modes. After I use up all of Ike's current animations. I could give him more animations but the new ones will have his eyes closed :/....unless I figure something else out.

The three modes I will give him are
1. Sword Master
2. Gun
3. Beowulf

I wonder If I can find a gauntlet model somewhere. .........


Oh yeah, I finished his run, walk, wait, and gun animations. I should be done with this psa this week.

You COULD try mixing Gun/Sword Mode in 1, and have him have his Sword on his back and guns on the sides of the legs.. while grabbing nothing, and when attacking, he'd grab the sword from behind, sort of how he does in game, if attacking with sword attacks, and when using guns, he'd take them and shoot.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: DivineOverlord on June 15, 2011, 11:12:54 PM
You COULD try mixing Gun/Sword Mode in 1, and have him have his Sword on his back and guns on the sides of the legs.. while grabbing nothing, and when attacking, he'd grab the sword from behind, sort of how he does in game, if attacking with sword attacks, and when using guns, he'd take them and shoot.

lol yeah, I was thinking that. I'm gonna attach his guns to his hip bone since I already have his sword to his back. when they're both not in use. he will be in beowulf mode where he fights using his fists.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Albafika on June 15, 2011, 11:16:16 PM
lol yeah, I was thinking that. I'm gonna attach his guns to his hip bone since I already have his sword to his back. when they're both not in use. he will be in beowulf mode where he fights using his fists.

Also, mixing both Gun and Sword mode into 2 would be viable, so less space is used, and he'd be swapping between them depending on the attack used, always having the guns on hip and sword on back, so let's say, guns would be half the moves and sword would be the other half, 2 Specials for Sword and 2 for Guns, etc.

It'd be good imo, since he actually fights that way in DMC, mixing 'em up.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: DivineOverlord on June 15, 2011, 11:19:10 PM
Also, mixing both Gun and Sword mode into 2 would be viable, so less space is used, and he'd be swapping between them depending on the attack used, always having the guns on hip and sword on back, so let's say, guns would be half the moves and sword would be the other half, 2 Specials for Sword and 2 for Guns, etc.

It'd be good imo, since he actually fights that way in DMC, mixing 'em up.

yup yup....sooo what about that beowolf mode? should that be kept or disregarded?....If kepted, im gonna need a gauntlet model XD which will be on his right arm.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Albafika on June 15, 2011, 11:23:17 PM
yup yup....sooo what about that beowolf mode? should that be kept or disregarded?....If kepted, im gonna need a gauntlet model XD which will be on his right arm.

I'm lost, is Beowulf his DMC fists mode? ('Cause I frigging loved those fists. o_o)


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: DivineOverlord on June 15, 2011, 11:25:18 PM
I'm lost, is Beowulf his DMC fists mode? ('Cause I frigging loved those fists. o_o)

yup it is. I'm gonna ask around to see if someone can make a gauntlet model.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Albafika on June 15, 2011, 11:26:47 PM
yup it is. I'm gonna ask around to see if someone can make a gauntlet model.


This one? http://devilmaycry.wikia.com/wiki/Ifrit


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: DivineOverlord on June 15, 2011, 11:30:58 PM
This one? [url]http://devilmaycry.wikia.com/wiki/Ifrit[/url]


Oh that would be PERFECT!! Ike already has a bunch of awesome looking fire external graphics so I will put his fist mode as Ifrit fist....do you know of anyone who would be able to make that Ifrit gauntlet model?....I think I can just put a fire graphic on his fists at all times when he isn't using his gun or sword. would that be good?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Albafika on June 15, 2011, 11:32:14 PM
Oh that would be PERFECT!! Ike already has a bunch of awesome looking fire external graphics so I will put his fist mode as Ifrit fist....do you know of anyone who would be able to make that Ifrit gauntlet model?....I think I can just put a fire graphic on his fists at all times when he isn't using his gun or sword. would that be good?

That sounds alright, I'll see if I find somebody interested in doing this. Also, how'd it work? Would these fists be made over what? it could be over a Sword and you could add it via PSA or something?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: DivineOverlord on June 15, 2011, 11:35:22 PM
That sounds alright, I'll see if I find somebody interested in doing this. Also, how'd it work? Would these fists be made over what? it could be over a Sword and you could add it via PSA or something?

yup It can be placed over Ike's extra sword model in the fitike00.pac or other model and I can add it to his fist by PSA. I can guarantee this fist mode will be Epic XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Albafika on June 15, 2011, 11:36:37 PM
yup It can be placed over Ike's extra sword model in the fitike00.pac or other model and I can add it to his fist by PSA. I can guarantee this fist mode will be Epic XD

, so, if someone were to turn a sword, say Marth's, into a single fist, could you add 2 of 'em? (they're the same, so they'd only need to be added x2 I guess)


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: DivineOverlord on June 15, 2011, 11:38:25 PM
, so, if someone were to turn a sword, say Marth's, into a single fist, could you add 2 of 'em? (they're the same, so they'd only need to be added x2 I guess)

Yeah, as long as the file size of that model isn't too high lol..otherwise I would only be able to use one.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Albafika on June 15, 2011, 11:39:54 PM
Yeah, as long as the file size of that model isn't too high lol..otherwise I would only be able to use one.

Also.. Could it be made over Ike's sword? (The Vertex) ._. (I don't know a thing about PSA, so I'm asking if that Vertexed sword (Ike's) into a fist can be added to this PSA)


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: DivineOverlord on June 15, 2011, 11:42:32 PM
Also.. Could it be made over Ike's sword? (The Vertex) ._. (I don't know a thing about PSA, so I'm asking if that Vertexed sword (Ike's) into a fist can be added to this PSA)


yup, here is the model

http://www.mediafire.com/?9pbav34c33ubrbv

if that can be turned into a fist, that would work.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Albafika on June 15, 2011, 11:58:36 PM
yup, here is the model

[url]http://www.mediafire.com/?9pbav34c33ubrbv[/url]

if that can be turned into a fist, that would work.


Alright, gladly, someone's interested in making the fist. ^_^ Let's just be patient.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: DivineOverlord on June 15, 2011, 11:59:55 PM
Alright, gladly, someone's interested in making the fist. ^_^ Let's just be patient.

oh you found someone? nice. I'll add you and the other person as collaborators. I'll put more effort in animations for this XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Albafika on June 16, 2011, 12:02:47 AM
oh you found someone? nice. I'll add you and the other person as collaborators. I'll put more effort in animations for this XD

I'm fine with that, but I'd be added as collaborator for testing/feedback, I suppose. I don't want to win an unfair position. XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: xZedkiel on June 16, 2011, 02:09:43 AM
Since I'm too lazy to quote everyone XD I'll just say what I'm gonna summarize..(that made no sense XD I'm half asleep, don't mock me lol)

What Apprentice said about changing the Smashes based on direction is because certain characters have different angles or effects when you tilt diagonally in the upwards or downwards directions. Such as C. Falcon, his elbow can move upwards a bit, or downwards in angle.

The sfx, would you like me to wait for V3 to make the PSA call them up or do it now with 2.99?

Also, Wulfy I was gonna say Yuna needed the aim lowered too XD All gunners (especially Dante) keep their guns at eyesight level or below, if the gun is too high they either miss the shot or can't see what they're doing. Dante when he crosses shots he aims them straight forward at a slight downwards angle for example.

And yeah, if you vertex the external sword model/gfx/whatever it's called, you can make the gauntlet and call it up through PSA to be used.

Isn't Dante's holster on his back? (like in MvC3)


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Ultraxwing on June 16, 2011, 03:18:05 AM
Well, this is actually somewhat promising...

although i HATE Dante. it's cause he's over hyped by ALL of my friends. and they beg for me to put him into brawl... i guess i'll have to do it.. yet i spend the good time to apply the crap. and as well exstensivly modify my wii so it's more enjoyable. and they demand me to add Dante.

this is the last time i do something for friends cause they are ungreatful peoples.


all annoyances aside. i do like this. it goes over Bowser (from what i can tell) and i did like the games movesets. i just hate how unkillable he is and the over hype.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: DivineOverlord on June 16, 2011, 03:52:00 AM
Well, this is actually somewhat promising...

although i HATE Dante. it's cause he's over hyped by ALL of my friends. and they beg for me to put him into brawl... i guess i'll have to do it.. yet i spend the good time to apply the crap. and as well exstensivly modify my wii so it's more enjoyable. and they demand me to add Dante.

this is the last time i do something for friends cause they are ungreatful peoples.


all annoyances aside. i do like this. it goes over Bowser (from what i can tell) and i did like the games movesets. i just hate how unkillable he is and the over hype.

haha dont let my import skills fool you ;D ...this PSA is over Ike.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Puraidou on June 16, 2011, 07:01:47 AM
I like the Dante preview but one thing i'm wondering. Are you still working on Sephiroth along with Hollow or is he making the V3 version alone?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Albafika on June 16, 2011, 07:51:43 AM
I like the Dante preview but one thing i'm wondering. Are you still working on Sephiroth along with Hollow or is he making the V3 version alone?

Divine updated Sephy from v 1.5 to 2.9 by himself, now Hollow's taking the update from 2.9 to 3.0. What I'm saying is, none of them is quitting the project, obviously.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Puraidou on June 16, 2011, 08:05:32 AM
Divine updated Sephy from v 1.5 to 2.9 by himself, now Hollow's taking the update from 2.9 to 3.0. What I'm saying is, none of them is quitting the project, obviously.
Ok, i was curious about it since DO showed Dante and such.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: lightning29 on June 16, 2011, 08:27:54 AM
, so, if someone were to turn a sword, say Marth's, into a single fist, could you add 2 of 'em? (they're the same, so they'd only need to be added x2 I guess)

Dante also uses his feet, but im guessing thats not possible because of the file size and what not


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Tasty Pumpkin Clock on June 16, 2011, 08:57:09 AM
That can just be added into the fist moveset.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Bainch on June 16, 2011, 10:07:51 AM
to sum up the last 5 pages or so.....  :happy:

Can't wait!  :kdance:


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: lightning29 on June 16, 2011, 10:23:45 AM
That can just be added into the fist moveset.

oh aight cool, can somebody link me to the PSA, animations tutorial pages


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hollow on June 16, 2011, 11:06:21 AM
Alright, I've completed Lego PoTC, and now I can keep working on V3. XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: _Data_Drain_ on June 16, 2011, 11:28:21 AM
Alright, I've completed Lego PoTC, and now I can keep working on V3. XD
Ah, cool, I look forward to this.

Also... An idea hit me, the earlier charges for Meteor, I just thought of something, it should knock foes down diagonally, just a little bit though, this should not be a spike, but knocking foes down a tiny bit would make sense, since the meteor is coming diagonally downward, so it should knock the foe the same way, but like I said, this shouldn't be a killer move, at least not until a VERY high percentage, like... LATE 200s, and only for the second charge, the first level charge would gain no knock back, it would just lightly shove the foe down a little tiny bit.

Plus it would make it's uses different then Shadow Flare's, where that one is the more reliable one, Meteor would be the situational one, with some pay off if used right.

...I just hope it wouldn't be broken. ._.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Albafika on June 16, 2011, 05:19:23 PM
Ah, cool, I look forward to this.

Also... An idea hit me, the earlier charges for Meteor, I just thought of something, it should knock foes down diagonally, just a little bit though, this should not be a spike, but knocking foes down a tiny bit would make sense, since the meteor is coming diagonally downward, so it should knock the foe the same way, but like I said, this shouldn't be a killer move, at least not until a VERY high percentage, like... LATE 200s, and only for the second charge, the first level charge would gain no knock back, it would just lightly shove the foe down a little tiny bit.

Plus it would make it's uses different then Shadow Flare's, where that one is the more reliable one, Meteor would be the situational one, with some pay off if used right.

...I just hope it wouldn't be broken. ._.

I'd say, the second charge could have this effect. I'll go in depth later.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Ultraxwing on June 16, 2011, 08:30:51 PM
well, if it isn't a port. then, i can't wait for this to be finished.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: xZedkiel on June 16, 2011, 09:38:32 PM
DO, do you want me to edit the SFX IDs for 3.0 or for 2.99?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Albafika on June 16, 2011, 09:40:14 PM
DO, do you want me to edit the SFX IDs for 3.0 or for 2.99?

In my opinion, you should wait for 3.0.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hollow on June 16, 2011, 09:41:04 PM
Almost done. Just a little more animation tweaks.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Tasty Pumpkin Clock on June 16, 2011, 10:04:11 PM
Oh can you make the hitbox for ShadowFlare a bit bigger? It's a little hard to hit with at the moment.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: xZedkiel on June 17, 2011, 02:04:01 AM
^This.

And alright, I'll wait for version 3.0, since Hollow says it's almost done.

Hollow, before you release it, mind if I adjust the way the SFX are called up to match his Dissidia sounds?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Triforce Zelda (Deceased) on June 17, 2011, 08:55:07 AM
Who's this going over? Hopefully Pit or Wolf.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: spiritpyros on June 17, 2011, 09:03:02 AM
seph is over marths but you can port him for yoshi or rob

dante is over ike but can be ported over ddd olmar game an watch and jiggs


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Triforce Zelda (Deceased) on June 17, 2011, 09:05:42 AM
seph is over marths but you can port him for yoshi or rob

dante is over ike but can be ported over ddd olmar game an watch and jiggs

Wait, where's DDD-Dante? Is it finished yet, because I HAVE to get rid of DDD


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: lightning29 on June 17, 2011, 09:18:35 AM
Wait, where's DDD-Dante? Is it finished yet, because I HAVE to get rid of DDD

No but if you go through a couple of posts DO says he will probably have it done by this weekend


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Triforce Zelda (Deceased) on June 17, 2011, 09:20:57 AM
Nice!


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Ultraxwing on June 17, 2011, 10:10:44 AM
THAT... WILL... be awesome indeed.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: MandoWolfe on June 17, 2011, 11:49:37 AM
When is this new Sephiroth gonna come out?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hollow on June 17, 2011, 12:57:28 PM
When I finish it.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hackingstar on June 17, 2011, 01:06:09 PM
hey hollow, do you mind answering xzedkiel's statement here

^This.

And alright, I'll wait for version 3.0, since Hollow says it's almost done.

Hollow, before you release it, mind if I adjust the way the SFX are called up to match his Dissidia sounds?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hollow on June 17, 2011, 02:44:47 PM
Wait till I'm done, X. I've added new moves which need new SFX.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hackingstar on June 17, 2011, 02:47:33 PM
yikes, but don't worry. you can count on me and xzedkiel.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hollow on June 17, 2011, 02:54:38 PM
Don't worry, I'm taking so long because I'm tweaking a lot of the animations. I've made a better TurnRun, Turn, and others.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: lightning29 on June 17, 2011, 04:33:03 PM
Don't worry, I'm taking so long because I'm tweaking a lot of the animations. I've made a better TurnRun, Turn, and others.

 oh noo take as much time as you need we can wait


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: DivineOverlord on June 17, 2011, 06:03:44 PM
Status Update on Dante: Going EPIC!!!! :af:


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hollow on June 17, 2011, 06:08:10 PM
Oh, f*ck. I forgot to save the Heaven's Light animation. D=<


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: DivineOverlord on June 17, 2011, 06:18:03 PM
oh I already have it in the motion file. did you see it?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Albafika on June 17, 2011, 06:45:20 PM
Status Update on Dante: Going EPIC!!!! :af:

When can we expect some previews? o_o


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: SmashClash on June 17, 2011, 06:48:08 PM
Can I help somehow in this Dante PSA?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: DivineOverlord on June 17, 2011, 07:19:43 PM
Im done with all his gun moves. Now I need sword moves.

Side Smash:
Down Smash:
UP Smash:
Down A:
UP A:

B Special is double guns shoot
Side:

Those that are blank, I need ideas for sword moves.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: lightning29 on June 17, 2011, 07:35:30 PM
Im done with all his gun moves. Now I need sword moves.

Side Smash:
Down Smash:
UP Smash:
Down A:
UP A:

B Special is double guns shoot
Side:

Those that are blank, I need ideas for sword moves.

f-smash can be stinger, and he will jab the sword according to the number of times you press the button

d-smash he can swing on his sword and kick on both sides

u-smash ? i dont know

u-tilt that move dante does that chains from regularly shooting his guns to spinning his sword on mvc3

i have more ideas but they are mostly for his other weapons and i dont know how you are adding those in


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: SmashClash on June 17, 2011, 07:39:01 PM
Im done with all his gun moves. Now I need sword moves.

Side Smash:
Down Smash:
UP Smash:
Down A:
UP A:

B Special is double guns shoot
Side:

Those that are blank, I need ideas for sword moves.

Up A(0:29): http://www.youtube.com/watch?v=fDTK4EMGZFw
DownSmash(0:44)


Will ADD MORE IDEAS.

Did you make this one a mode?(0:02): http://www.youtube.com/watch?v=e7ulT3_C9zs


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Albafika on June 17, 2011, 07:46:36 PM
Im done with all his gun moves. Now I need sword moves.

Side Smash:
Down Smash:
UP Smash:
Down A:
UP A:

B Special is double guns shoot
Side:

Those that are blank, I need ideas for sword moves.

Just look up videos of his sword attacks/sword battle style in his DMC games. He does a lot of awesome attacks/combos with it, you'll get ideas pretty quick.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: lightning29 on June 17, 2011, 07:54:56 PM
Just look up videos of his sword attacks/sword battle style in his DMC games. He does a lot of awesome attacks/combos with it, you'll get ideas pretty quick.

i agree with Wulfy you would probably come up with something better looking at his games and his moves on mvc3


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: DivineOverlord on June 17, 2011, 08:40:42 PM
Up A(0:29): [url]http://www.youtube.com/watch?v=fDTK4EMGZFw[/url]
DownSmash(0:44)


Will ADD MORE IDEAS.

Did you make this one a mode?(0:02): [url]http://www.youtube.com/watch?v=e7ulT3_C9zs[/url]


whew that video characters move too fast. I'm unable to observe his movements. I'll go look on youtube.

Things completed so far are:
All wait, run, jump, dodge, squat animations
AAA attack
Side A
Down Air attack
Air N attack
and B special.

XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: SmashClash on June 17, 2011, 08:58:02 PM
Will it be finished this week? Or early next week?(That is if you have time)


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Albafika on June 17, 2011, 09:03:25 PM
Try this video, DO:
http://www.youtube.com/watch?v=3T_RdUPNg6k


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: xZedkiel on June 18, 2011, 04:24:46 AM
Side smash could be Prop Shredder, unless it's side tilt or an attack100 in the A Combo.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Beyond on June 18, 2011, 10:37:14 AM
OMFG. How did I not see this?

Be assured Imma give you a bunch of feedback on Dante once something is released. Believe dat.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Albafika on June 18, 2011, 11:09:32 AM
OMFG. How did I not see this?

Be assured Imma give you a bunch of feedback on Dante once something is released. Believe dat.

I KNEW you'd love this. XD

Divine, something kinda nice occured to me. Why not make Neutral B making him shoot and ALLOW him to walk and keep shooting like he does in his games? But, so it is balanced, have the B shooting shoot fast like he always does, but, have no knockback, like Fox' shooting. Only that this one would allow him to walk.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: lightning29 on June 18, 2011, 11:42:47 AM
eventually one of you are going to want to put vergil on there too


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Triforce Zelda (Deceased) on June 18, 2011, 11:45:18 AM
I'm just waiting for someone to put lil Wayne in Brawl xD


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: DivineOverlord on June 18, 2011, 11:55:15 AM
I KNEW you'd love this. XD

Divine, something kinda nice occured to me. Why not make Neutral B making him shoot and ALLOW him to walk and keep shooting like he does in his games? But, so it is balanced, have the B shooting shoot fast like he always does, but, have no knockback, like Fox' shooting. Only that this one would allow him to walk.

I'll try lol


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: lightning29 on June 18, 2011, 11:57:57 AM
DO you should put that trickster teleport in there too for combos unless that seems broken maybe add start up lag to it


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hollow on June 18, 2011, 12:27:01 PM
I did it.

I gave him a freaking wallrun. =D

Pics later.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: SiLeNtDo0m on June 18, 2011, 12:29:25 PM
I did it.

I gave him a freaking wallrun. =D

Pics later.

*Applauds* Congratz my man ^^  You officially rule


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hollow on June 18, 2011, 12:30:18 PM
*Applauds* Congratz my man ^^  You officially rule
Wait I thought you got it before me.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: SmashClash on June 18, 2011, 12:31:23 PM
I did it.

I gave him a freaking wallrun. =D

Pics later.
*Spreads love* : D


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: SiLeNtDo0m on June 18, 2011, 12:31:51 PM
Wait I thought you got it before me.

No :P  It was just an idea I was planning for Spidey.  I hadn't got round to doing it yet.  Did you not read that I said it would be one of the last things that I would do?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hollow on June 18, 2011, 12:32:14 PM
No :P  It was just an idea I was planning for Spidey.  I hadn't got round to doing it yet.  Did you not read that I said it would be one of the last things that I would do?
oic.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: lightning29 on June 18, 2011, 12:34:10 PM
oic.

wait who are yall talking about?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hollow on June 18, 2011, 12:34:55 PM
wait who are yall talking about?
Spell oic out loud.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hackingstar on June 18, 2011, 12:36:38 PM
@lightning they're talkin about sephiroth


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: lightning29 on June 18, 2011, 12:43:38 PM
Spell oic out loud.

lol no not that who did you dod the wall run for? dante or sephy


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hackingstar on June 18, 2011, 12:47:37 PM
lightning. heres a thought.

DO: temporarily abandoned sephiroth to work on dante

Hollow: still working on Sephiroth

does that ring a bell? XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Albafika on June 18, 2011, 12:47:54 PM
lol no not that who did you dod the wall run for? dante or sephy
@lightning they're talkin about sephiroth


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: lightning29 on June 18, 2011, 12:52:06 PM
lightning. heres a thought.

DO: temporarily abandoned sephiroth to work on dante

Hollow: still working on Sephiroth

does that ring a bell? XD

ah alrighty then i got confused like hell, but okay thats badass how will that work? wall running that is


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hollow on June 18, 2011, 01:05:13 PM
FFFFFFUUUUU

It turns out wallrun has a 50% chance of working. The other 50% he bumps into the wall like normal. I have to figure out how to fix that.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hackingstar on June 18, 2011, 01:06:39 PM
hey hollow, not trying to be a rusher here but are you almost coming to a close to end the of v3 and it will be released soon?

and good luck with fixing the wall-run...yet again XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hollow on June 18, 2011, 01:17:41 PM
Yes, I told you, animation tweaks. Unless you don't want that fluency?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: SiLeNtDo0m on June 18, 2011, 01:19:07 PM
ah alrighty then i got confused like hell, but okay thats badass how will that work? wall running that is

Basically, when Sephiroth is running, instead of bumping into a wall he will start to run up it.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hollow on June 18, 2011, 01:20:12 PM
Basically, when Sephiroth is running, instead of bumping into a wall he will start to run up it.
Except that he still bumps it some of the time. D=<


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: lightning29 on June 18, 2011, 01:21:14 PM
FFFFFFUUUUU

It turns out wallrun has a 50% chance of working. The other 50% he bumps into the wall like normal. I have to figure out how to fix that.

when you fix it, will you be able to attack right off the wall or do you have to jump off first


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: SmashClash on June 18, 2011, 01:33:27 PM
I hope this is how it will be programmed:

You run and once you touch the wall, instead of bumping into it, you will continue running up it. If you just jump onto it you will WallCling and the only other option while in WallCling mode is to jump off.
If you run on the wall you have the option to cling on the wall IF you stop.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: lightning29 on June 18, 2011, 01:54:52 PM
I hope this is how it will be programmed:

You run and once you touch the wall, instead of bumping into it, you will continue running up it. If you just jump onto it you will WallCling and the only other option while in WallCling mode is to jump off.
If you run on the wall you have the option to cling on the wall IF you stop.

oh okay yeah that makes since, lol now i will only want to play on boards with walls on it


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: DivineOverlord on June 18, 2011, 05:02:17 PM
Status Update on Dante:

Gave him several gun combos XD =  EPIC!!!

I just need to give him more sword moves.....



do you guys still want a gauntlet mode?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Albafika on June 18, 2011, 05:04:26 PM
Status Update on Dante:

Gave him several gun combos XD =  EPIC!!!

I just need to give him more sword moves.....



do you guys still want a gauntlet mode?


Yeah, if it's possible, of course.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: DivineOverlord on June 18, 2011, 05:06:07 PM
Yeah, if it's possible, of course.

mkay but I wish I had the gauntlet model :/


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Albafika on June 18, 2011, 05:08:02 PM
mkay but I wish I had the gauntlet model :/

If you want, don't start the gauntlet moe 'til it's done. =P


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: DivineOverlord on June 18, 2011, 05:13:50 PM
If you want, don't start the gauntlet moe 'til it's done. =P

but I could just attach fire to his hands.


so how would this work...I have gunner and sword  both as one mode.

would gauntlet mode just be one mode entirely? if so, I might have it be activated by up taunt.



Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Albafika on June 18, 2011, 05:16:54 PM
but I could just attach fire to his hands.


so how would this work...I have gunner and sword  both as one mode.

would gauntlet mode just be one mode entirely? if so, I might have it be activated by up taunt.



Yep, I'd say one mode. XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: DivineOverlord on June 18, 2011, 05:27:17 PM
Yep, I'd say one mode. XD

I ran out of animation space so some of  the animations have his eyes closed. lol...you wont noticed it unless you pause and zoom up his face.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: lightning29 on June 18, 2011, 05:28:22 PM
if you make gauntlet mode active by taunt you should make quick like a style change in the game so it can combo between modes


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Albafika on June 18, 2011, 05:28:47 PM
I ran out of animation space so some of  the animations have his eyes closed. lol...you wont noticed it unless you pause and zoom up his face.

If you ran out of animation space, it won't be possible to make a gauntlet mode. D:


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Triforce Zelda (Deceased) on June 18, 2011, 05:35:47 PM
OH ya'll tryna do some Matrix sh*t now huh?!?  :kdance:


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: DivineOverlord on June 18, 2011, 05:37:12 PM
If you ran out of animation space, it won't be possible to make a gauntlet mode. D:

It is possible. I'm almost gonna start it. xd...I'm just finishing up more animations. would you guys want a pic of his updated wait animation? :P...I cant show other pics or else I'll spoil


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Triforce Zelda (Deceased) on June 18, 2011, 05:40:52 PM
This is getting really interesting now, but that Wallrun thing will actually work completely a if it had always been there when this is all said and done?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Albafika on June 18, 2011, 05:43:01 PM
It is possible. I'm almost gonna start it. xd...I'm just finishing up more animations. would you guys want a pic of his updated wait animation? :P...I cant show other pics or else I'll spoil

If you want. Also, I don't want it to be a combo like lighting said, he's fine with two movesets and not being able to change in middle of a combo. XD Sword/Gun for one is combo enough, imo.

Also, his Ifrit moveset is slower, but way stronger in DMC.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: lightning29 on June 18, 2011, 05:52:27 PM
If you want. Also, I don't want it to be a combo like lighting said, he's fine with two movesets and not being able to change in middle of a combo. XD Sword/Gun for one is combo enough, imo.

Also, his Ifrit moveset is slower, but way stronger in DMC.

lol whatever wulfy that [censored] would be sexy as hell, but its up to him....its just something i would like since i like combos


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: DivineOverlord on June 18, 2011, 05:56:35 PM
Im gonna have it this way

You will start off in Sword Master/Gunner mode

Use Uptaunt and then you will be in Ifrit Gauntlet Mode



Here's a updated pic of his wait animation in Sword Master/Gunner Mode

(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110618_01411binout.jpg)

I should be done tomorrow.



Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Albafika on June 18, 2011, 06:00:09 PM
Wouldn't it look better with the sword on its back?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: DivineOverlord on June 18, 2011, 06:02:00 PM
it is on its back. You may not be able to tell from this pic though.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Albafika on June 18, 2011, 06:03:01 PM
it is on its back. You may not be able to tell from this pic though.

OH! NOW I see it. XD

This'll be awesome. =D


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: SmashClash on June 18, 2011, 09:49:05 PM
Hollow, this could be good to test wall run: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=14269

The description made me remember WallRun.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Ultraxwing on June 19, 2011, 02:59:30 AM
That's impressive Divine Overlord.

now i really can't wait for this hack =D


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: xZedkiel on June 19, 2011, 03:22:41 AM
When Beyond starts and finishes MvC3 Dante, there should be a version with his guns in his back holster. lol


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Thundaga_T2 on June 19, 2011, 04:29:52 AM
Dunno if you did dash attack for Dante yet, but i think it should be Stinger, since he does dash forward a bit when he does it in his games.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: DivineOverlord on June 19, 2011, 04:41:52 AM
Dunno if you did dash attack for Dante yet, but i think it should be Stinger, since he does dash forward a bit when he does it in his games.

what does stinger look like?


Status Update:

I just need Ideas for the following and then I'll be done with swordmaster/gunner mode.

1. UP SMASH
2. DOWN SMASH
3. DOWN B
4. UP Air A Attack

if you can, having a video or pic of the move helps.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Bainch on June 19, 2011, 10:09:37 AM
I've been looking at this video for moves...

http://www.youtube.com/watch?v=njy-IdJoooY


Up Smash: His sword spinning attack @1:07  ...make it go straight up...kinda like Sonic's Up smash


Down Smash: his fire attack @1:12


Down B: maybe his ice attack @00:52 ...or his guitar attack @1:14


Up Air: I'd say the best bet would be to use Ike's Up A


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Albafika on June 19, 2011, 10:12:14 AM
Try this video, DO:
[url]http://www.youtube.com/watch?v=3T_RdUPNg6k[/url]


You might find nice attacks in this video of Dante in his game.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: ZURRIKU on June 19, 2011, 11:19:25 AM
Gunner
------------------
UP SMASH- Snakes Up Smash except with he fires a bullet upwards that falls down
DOWN SMASH-Ikes Down Smash except he fires bullets instead of swinging his sword
DOWN B- Teleport?
UP Air A Attack- I think his up air should be he shoots a diagonal bullet

Sword Master
--------------------
UP SMASH-  He does a handstand and does a kick upwards
DOWN SMASH- No Idea ._.
DOWN B- Counter
UP Air A Attack- Ikes up air attack but the sword swings faster


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: SiLeNtDo0m on June 19, 2011, 11:33:58 AM
Dante's written Marvel vs Capcom 3 entire moveset:

http://wiki.shoryuken.com/Marvel_vs_Capcom_3/Dante

Here's also his Hyper Guide basics vid, which shows almost all of his attacks:

http://www.youtube.com/watch?v=XGlOPWhvH9A


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: DivineOverlord on June 19, 2011, 12:59:10 PM
Dante's written Marvel vs Capcom 3 entire moveset:

[url]http://wiki.shoryuken.com/Marvel_vs_Capcom_3/Dante[/url]

Here's also his Hyper Guide basics vid, which shows almost all of his attacks:

[url]http://www.youtube.com/watch?v=XGlOPWhvH9A[/url]


Thanks SiLeNtDo0m!!!!


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: DivineOverlord on June 19, 2011, 04:23:50 PM
double post XD


I just finished up more moves and now I'm starting to think Dante is too powerful/Skillful for brawl....I'm Overpowering characters easily lol. This will be epic for OP though...I'm gonna need help balancing him once I release him.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Albafika on June 19, 2011, 04:24:49 PM
double post XD


I just finished up more moves and now I'm starting to think Dante is too powerful/Skillful for brawl....I'm Overpowering characters easily lol. This will be epic for OP though...I'm gonna need help balancing him once I release him.

Balance? That's where I come in! =P


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: SiLeNtDo0m on June 19, 2011, 04:27:28 PM
double post XD


I just finished up more moves and now I'm starting to think Dante is too powerful/Skillful for brawl....I'm Overpowering characters easily lol. This will be epic for OP though...I'm gonna need help balancing him once I release him.

Looks like I'm your man here ;)  I'll help with balancing once you're done.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: DivineOverlord on June 19, 2011, 04:28:27 PM
cool cool. Thanks !!!



Edit: I tried giving him the move called Crazy Dance But the only way I got it to work was by rotating the TOPN bone, works good in brawlbox but in game he doesnt spin :/


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: SiLeNtDo0m on June 19, 2011, 04:31:00 PM
Try XRotN or YRotN instead.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: DivineOverlord on June 19, 2011, 04:47:25 PM
Try XRotN or YRotN instead.

hmm wont work....its a hard animation to pull off since I want his sword to stay in one place, but Ike's sword is controlled by his entire arm and two sword bones. As he spins on YRot, Trans, or XRot, his sword will move in a circle too lol I bet it can be done on marth though. XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: SiLeNtDo0m on June 19, 2011, 04:54:05 PM
Then a possible solution would be to spin his sword in the opposite direction.  For example, if you spin the YRotN by 1800, spin the HaveN or SwordN by -1800


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hackingstar on June 19, 2011, 04:59:06 PM
so Hollow, progress on Sephiroth goin good? sorry if i sound rushing i just...love that psa :/. and...oh DO i'm SORRY but...yeah i don't know how to explain


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hollow on June 19, 2011, 05:03:59 PM
I still can't get it to not bump the wall. The only permenant solution I can see is to make him wallrun if he goes into a wall when he's falling. Not sure if that will go over well with everyone, though.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Albafika on June 19, 2011, 05:40:36 PM
I still can't get it to not bump the wall. The only permenant solution I can see is to make him wallrun if he goes into a wall when he's falling. Not sure if that will go over well with everyone, though.
I'd say save the wallrun for a future release. Don't let it stop you from releasing this one. It'd be bad if he could wallrun just by being next to the wall...


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hackingstar on June 19, 2011, 06:04:05 PM
I'd say save the wallrun for a future release. Don't let it stop you from releasing this one. It'd be bad if he could wallrun just by being next to the wall...

i concur


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: SmashClash on June 19, 2011, 06:24:01 PM
I still can't get it to not bump the wall. The only permenant solution I can see is to make him wallrun if he goes into a wall when he's falling. Not sure if that will go over well with everyone, though.
Try asking SDo0m for help or keep trying?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hollow on June 19, 2011, 06:34:39 PM
I'd say save the wallrun for a future release. Don't let it stop you from releasing this one. It'd be bad if he could wallrun just by being next to the wall...
I suppose.....

I promised wallrun for some time now. *sigh*

Alright. I'll save it for a future release.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hackingstar on June 19, 2011, 06:38:27 PM
so hollow, now that you made up yo mind, whens the release? sorry for being a rush.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Albafika on June 19, 2011, 06:43:58 PM
I suppose.....

I promised wallrun for some time now. *sigh*

Alright. I'll save it for a future release.

Yeah, it'd be awesome, but, if you release it this way, people might find it OP and would ask to take it off. Better release it when it's totally working, 'cause then it'll really be awesome.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hollow on June 19, 2011, 07:23:33 PM
Yeah, it'd be awesome, but, if you release it this way, people might find it OP and would ask to take it off. Better release it when it's totally working, 'cause then it'll really be awesome.
Okay. I'll release it soon, then.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hackingstar on June 19, 2011, 07:54:39 PM
YAY!


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Thundaga_T2 on June 19, 2011, 08:12:51 PM
Hey DO, if you still want to know what Stinger looks like:

http://www.youtube.com/watch?v=JDc2yeJXYkY

At 1:12 he uses it. Maybe you could get some other ideas from this vid too.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: SmashClash on June 19, 2011, 08:21:12 PM
Okay. I'll release it soon, then.
YAY!


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hackingstar on June 19, 2011, 08:31:57 PM
*a group of cheerleaders show up*

cheerleaders: *cheer* the waiting is over so hollow's gonna upload the finished masterpiece very soon. lets go hollow lets go. *clap clap* lets go hollow lets go.

me: for the record, i'm sorry for that as well.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hollow on June 19, 2011, 08:32:51 PM
*a group of cheerleaders show up* cheerleaders: *cheer* the waiting is over so hollow's gonna upload the finished masterpiece very soon. lets go hollow lets go. *clap clap* lets go hollow lets go. me: for the record, i'm sorry for that as well.

Shhhhhh.....


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hackingstar on June 19, 2011, 08:33:17 PM
cheerleaders: *whisper* sorry.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: SmashClash on June 19, 2011, 08:36:34 PM
*a group of cheerleaders show up* cheerleaders: *cheer* the waiting is over so hollow's gonna upload the finished masterpiece very soon. lets go hollow lets go. *clap clap* lets go hollow lets go. me: for the record, i'm sorry for that as well.
I thought he said it wasn't finished, yet.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: lightning29 on June 19, 2011, 08:47:49 PM
Okay. I'll release it soon, then.

too gangsta lol is soon like sometime tomorrow or sometime this week?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hollow on June 19, 2011, 09:01:10 PM
^Sometime this week. Possibly tomorrow.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: SmashClash on June 19, 2011, 09:01:44 PM
^Sometime this week. Possibly tomorrow.
We love you.[/no homo]


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: lightning29 on June 19, 2011, 09:15:17 PM
We love you.[/no homo]

hell yeah for real though you are the [censored]


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: DivineOverlord on June 20, 2011, 02:16:56 AM
whew, all i need now is down B and Down Smash and I'm done with version 1.0 :af:


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Puraidou on June 20, 2011, 02:26:41 AM
DO, stop derailing your own topic! XD
You should make a topic for Dante, you owe his badassness that much :P


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: SiLeNtDo0m on June 20, 2011, 02:28:33 AM
DO, stop derailing your own topic! XD
You should make a topic for Dante, you owe his badassness that much :P

Either this or just title this as your topic DO.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Tasty Pumpkin Clock on June 20, 2011, 02:33:44 AM
lol since you already posted Dante stuff you should do ^ that.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Puraidou on June 20, 2011, 02:38:07 AM
He should name it: "DO's Lair: Seph V3 in progress / Dante V1 Previews" and make this his primary topic for his PSA's. (The name was an example xD)


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: DivineOverlord on June 20, 2011, 02:39:37 AM
hmmm  make my main topic page? I'll think about that lol

by the way, do you guys think a 5 hit combo is too much for a side smash?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: spiritpyros on June 20, 2011, 02:42:28 AM
for dante no (this is coming from a person who like combo type psas)

edit : sorry i meant to say yes


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Puraidou on June 20, 2011, 02:56:13 AM
hmmm  make my main topic page? I'll think about that lol

by the way, do you guys think a 5 hit combo is too much for a side smash?
Keep it, i like it xD


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Tasty Pumpkin Clock on June 20, 2011, 02:58:35 AM
hmmm  make my main topic page? I'll think about that lol

by the way, do you guys think a 5 hit combo is too much for a side smash?

For a fully charged smash? Not at all. For an uncharged smash.... yea.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hollow on June 20, 2011, 06:53:25 AM
For a fully charged smash? Not at all. For an uncharged smash.... yea.
Speaking of, did you want to go with the Octaslash only if the smash is fully charged?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: _Data_Drain_ on June 20, 2011, 07:04:43 AM
Speaking of, did you want to go with the Octaslash only if the smash is fully charged?
I think that would be best, since it needs a buff, but... If it was buffed as it is, it would be too good, as a full charge side smash, it could be faster, and all parts of the blade can kill, it would still be useful, since it travels across the field, but can be punished, I'm saying it should slash faster, and have kill power on all parts of the blade, but keep it's end lag the same, so if Sephiroth throws it out at random, without thought, he would get punished.

The non charged version can be a single slash, a bit like your old one Hollow.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hollow on June 20, 2011, 07:19:57 AM
I think that would be best, since it needs a buff, but... If it was buffed as it is, it would be too good, as a full charge side smash, it could be faster, and all parts of the blade can kill, it would still be useful, since it travels across the field, but can be punished, I'm saying it should slash faster, and have kill power on all parts of the blade, but keep it's end lag the same, so if Sephiroth throws it out at random, without thought, he would get punished. The non charged version can be a single slash, a bit like your old one Hollow.
I think the old one was gotten rid of. I was thinking of using the final slash eexcept with different flags and damage.
But the Octaslash I'll make stronger and faster.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: _Data_Drain_ on June 20, 2011, 07:30:01 AM
I think the old one was gotten rid of. I was thinking of using the final slash eexcept with different flags and damage.
But the Octaslash I'll make stronger and faster.
Hm... I was talking about that single slash you did for your Sephiroth PSA's forward smash, that should be the uncharged forward smash, while Octoslash should be the full charge one, plus...

Edit: Oh God... I feel so dumb right now... I misread that as FINAL smash... Okay okay, the final slash of Octoslash might work out. XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: lightning29 on June 20, 2011, 08:11:22 AM
hmmm  make my main topic page? I'll think about that lol

by the way, do you guys think a 5 hit combo is too much for a side smash?

not at all just like they said if its fully charged it should do that, but is this just a sword combo or sword/gun combo?

I think the old one was gotten rid of. I was thinking of using the final slash eexcept with different flags and damage.
But the Octaslash I'll make stronger and faster.

agreed, did you make sephiroth's run speed any faster?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hackingstar on June 20, 2011, 08:57:01 AM
lightning, i should remind you this psa is also based off dissidia sephiroth and in dissidia, sephiroth is a SLOW runner.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Puraidou on June 20, 2011, 08:58:06 AM
lightning, i should remind you this psa is also based off dissidia sephiroth and in dissidia, sephiroth is a SLOW runner.
It's a PSA based off of KH2/FF7/DIS like the title says. Though it all depends on how Hollow makes it.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hackingstar on June 20, 2011, 08:59:40 AM
i knew that i was just mentioning that sephiroth is...well slow. and that is also a quality in some EVIL characters XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Triforce Zelda (Deceased) on June 20, 2011, 09:03:15 AM
okay now i'm confused after reading this page - who are ya'll talking about Dante or Sepiroth? I'm lost lol


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hackingstar on June 20, 2011, 09:07:39 AM
okay now i'm confused after reading this page - who are ya'll talking about Dante or Sepiroth? I'm lost lol

started talking about dante, then moved on to talking about sephiroth.

*edit* sorry first it started all with sephiroth, then dante came in, then it was back to sephiroth topics.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Triforce Zelda (Deceased) on June 20, 2011, 09:11:21 AM
alright cool


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: songeflemy on June 20, 2011, 09:46:55 AM
Don't double post. Especially if it's the same sentence.

Delete one of the posts.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Triforce Zelda (Deceased) on June 20, 2011, 09:55:13 AM
Yeah there was traffic and you know the rest.

But i'm looking forward to both Sepiroth and Dante.  :kdance:


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: lightning29 on June 20, 2011, 09:56:54 AM
true true well some evil characters have that aspect, but anyway i understand


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: SmashClash on June 20, 2011, 10:22:10 AM
hmmm  make my main topic page? I'll think about that lol by the way, do you guys think a 5 hit combo is too much for a side smash?
Maybe if you put Specific Interrupt by Shield. :P


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: _Data_Drain_ on June 20, 2011, 11:22:02 AM
true true well some evil characters have that aspect, but anyway i understand
In Brawl, yeah, you have Bowser, Ganondorf, and to an extent Wolf, his run speed is pretty meh... Although, he's more of an anti hero then a villain... Maybe that's why his attacks are fast, but his movement is slow? :P

So yeah, I'd keep Sephiroth's run speed poor, since this is not only Brawl accurate, but Dissidia accurate as well.

...Although, if a boss PSA is released for him, he can run faster in that version, since in KH, and KH2, he was very fast, but as a playable character, his running speed is slow, and his attacks have end lag.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: lightning29 on June 20, 2011, 11:49:40 AM
In Brawl, yeah, you have Bowser, Ganondorf, and to an extent Wolf, his run speed is pretty meh... Although, he's more of an anti hero then a villain... Maybe that's why his attacks are fast, but his movement is slow? :P

So yeah, I'd keep Sephiroth's run speed poor, since this is not only Brawl accurate, but Dissidia accurate as well.

...Although, if a boss PSA is released for him, he can run faster in that version, since in KH, and KH2, he was very fast, but as a playable character, his running speed is slow, and his attacks have end lag.

yeah you are right, its just me lol i like speed (lightning) but what is a boss PSA?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: _Data_Drain_ on June 20, 2011, 11:53:01 AM
but what is a boss PSA?
Well, if you played Melee, and fought Giga Bowser... That would be like what I mentioned, broken, but still defeatable, it would be a PSA you would fight against...

But a boss version should come after the balanced one is at very least 98% finished.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: lightning29 on June 20, 2011, 12:06:07 PM
Well, if you played Melee, and fought Giga Bowser... That would be like what I mentioned, broken, but still defeatable, it would be a PSA you would fight against...

But a boss version should come after the balanced one is at very least 98% finished.

lol i figured thats what you meant, i would play with that myself unless it was too over powered to fight friends with


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hackingstar on June 20, 2011, 12:08:01 PM
dude, lightning, don't double post. the modify button is there for a reason DX


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: SmashClash on June 20, 2011, 12:09:18 PM
dude, lightning, don't double post. the modify button is there for a reason DX
He didn't on purpose. It was probably Error 500.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: lightning29 on June 20, 2011, 12:11:55 PM
He didn't on purpose. It was probably Error 500.

lol i dont know what error that is but yes i didnt do it on purpose.....my internet signal is booboo so i have to refresh sometimes


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: _Data_Drain_ on June 20, 2011, 12:49:42 PM
He didn't on purpose. It was probably Error 500.
It's very likely, don't worry dude, you didn't mean to, I've done that before, just delete one of the posts, and it should be alright.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: lightning29 on June 20, 2011, 01:33:54 PM
It's very likely, don't worry dude, you didn't mean to, I've done that before, just delete one of the posts, and it should be alright.

oh i didnt even realize you could remove posts okay, appreciate it Data


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Albafika on June 20, 2011, 02:07:30 PM
Divine, make a thread for Dante's PSA, this is getting to ofilled up with mixed Feedbacks.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: SiLeNtDo0m on June 20, 2011, 02:08:15 PM
Divine, make a thread for Dante's PSA, this is getting to ofilled up with mixed Feedbacks.

Either this or just title this as your topic DO.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Puraidou on June 20, 2011, 02:08:49 PM
Divine, make a thread for Dante's PSA, this is getting to ofilled up with mixed Feedbacks.
Been here, said that. Like sDo0m pointed out


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Albafika on June 20, 2011, 02:22:19 PM
I know, I read it, but I read he was aiming more for making this Topic for both PSAs, that's why I re-stated to make one for Dante alone. DO is the kind of perso nthat loves to work on many stuff together, it'd be a mess if he were to have mxied feedbacks in a single thread for all his works.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Puraidou on June 20, 2011, 02:24:55 PM
If he would organize it well it wouldn't look messy. Look at sDo0m's thread, he had multiple mixed feedbacks before and all went well x)

Also, Wulfy.. That name.. Cloudy.. just no xD


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Albafika on June 20, 2011, 02:27:50 PM
If he would organize it well it wouldn't look messy. Look at sDo0m's thread, he had multiple mixed feedbacks before and all went well x)

Also, Wulfy.. That name.. Cloudy.. just no xD

True, but SDo0m works on 2 projects together at max (Expecting to get feedback from), DO works on 7 projects at once. lol

Also, but my avvy is cute, all chibi like my sig. D:


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Puraidou on June 20, 2011, 02:39:08 PM
True, but SDo0m works on 2 projects together at max (Expecting to get feedback from), DO works on 7 projects at once. lol

Also, but my avvy is cute, all chibi like my sig. D:
It's Ragnarok styled xD


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Albafika on June 20, 2011, 02:40:08 PM
It's Ragnarok styled xD

Yup, which makes it awesome. =D!! XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hollow on June 20, 2011, 02:41:28 PM
(http://i1081.photobucket.com/albums/j345/KC-MMHollow/AwesomeBlush.png)

He's almost done.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hackingstar on June 20, 2011, 03:08:20 PM
YES!


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: SmashClash on June 20, 2011, 03:39:29 PM
([url]http://i1081.photobucket.com/albums/j345/KC-MMHollow/AwesomeBlush.png[/url]) He's almost done.
YES!


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: _Data_Drain_ on June 20, 2011, 03:49:36 PM
([url]http://i1081.photobucket.com/albums/j345/KC-MMHollow/AwesomeBlush.png[/url])

He's almost done.

So... Who's feedback is it based on?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hollow on June 20, 2011, 04:29:06 PM
So... Who's feedback is it based on?

All of yours.

Feedback for me.

http://www.mediafire.com/?ndbgjb2l7tptdwc


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Ultraxwing on June 20, 2011, 04:34:07 PM
YES!!!

v3.

COME GET.

i'll give feedback in a minute.


THE FEEDBACK:

okay's he's faster now, which is good now. i like how his UP-B was changed, but it's a little short. but Sephiroth isn't easy to kill. so it's balanced. but a suggestion for the UP-B. you know how the taunt makes him pull out his wing. make his up-b change when that happens. his up-b in the air only would change if his wing was out. the UP-B is a very balanced move. alot of damage, if you can manage to hit someone with it.

Side-B is easier to hit someone with it. i was able to hit a lvl-9 sonic 5 times in a row with it.

Side-B in the air, is really good. i swear i would die many times thinking it was a dashing move. but might i suggest it put him into special fall?

Down-B in the air is really good as well, prevents the down-b spammers of 2.9.



besides the special improvements. his Side Smash. has been totally improved i like it, it isn't as slow. but it doesn't do as much damge.

so far a 8.5 out of 1-


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Albafika on June 20, 2011, 04:48:54 PM
Hollow, glad to see you're into PSA'ing, these concepts are awesome, and you totally nailed on the animations. Here's some feedback, though, to make it more fitting:


I like the new Fsmash speed, but, that should be used for the full charged Fsmash only, it can kill on 80%.

Up B needs a more slow startup, and its X movement have to be a bit longer.

I noticed how when you die, and you're in the thingy floating, when you move, Sephy will fall in T-Pose. Same happens after Down B in air.

Down B in air can be totally spammed, as in, you won't even move an inch down if you spam Down B, and its got a huge range. Its reach should have been more diagonally down, not horizontal, imo.

Also, is Sephy heavier? After using Up B, he'd fall faster than Link when using his Dair and you're pressing down on the Control Stick. This falling speed should be edited.

Edit: Side B, Sephy goes in T-Pose after using it, also, I think the traveling distance should be bigger, and have him free fall after it, making this move an alternated recovery, to grab ledges and stuff, among other things.

Also, can't it be made so the attack slashes appear on the place Sephy "connects" with someone from *--------* being "*" Sephy's position before and after using the move, having the slashes appear over whoever Sephy touches in "-"? That's how this move should work, it'd be awesome if it was possible.

EDIT 2: Wings need to be added for Down B Aerial and Side B aerial, also, after Fsmash, I notice the animations kinda mess for a mili second before getting him to his standing position.

Great update, Hollow!


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: SiLeNtDo0m on June 20, 2011, 04:55:13 PM
Also, is Sephy heavier? After using Up B, he'd fall faster than Link when using his Dair and you're pressing down on the Control Stick. This falling speed should be edited.


Fall Speed =/= Weight
Huge mistake.  Look at Samus and Fox for example.  Fox falls WAY faster than Samus, but Samus is significantly heavier.

Also, DO maybe you could check out some of the stuff this Dante does in MUGEN if you need any more ideas?

http://www.youtube.com/watch?v=b2uNGoKsqME

http://www.youtube.com/watch?v=Y-UxSQ9TOAE

Though I must say, it's quite hard to analyse some of those animations :-\  If only there was a sprite sheet...


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Albafika on June 20, 2011, 04:56:19 PM
Fall Speed =/= Weight
Huge mistake.  Look at Samus and Fox for example.  Fox falls WAY faster than Samus, but Samus is significantly heavier.

Yeah, messed up the terms since I typed that fast and I'm not English skilled. Sephy falls faster than everyone after using Up B, that's it.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Ultraxwing on June 20, 2011, 04:59:30 PM
you can extract it.

if you want me to, i can extract all the images from that dante moveset.

just help me find the official download.

and theres to T-posing for me FYI


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: DivineOverlord on June 20, 2011, 05:01:11 PM
Fall Speed =/= Weight
Huge mistake.  Look at Samus and Fox for example.  Fox falls WAY faster than Samus, but Samus is significantly heavier.

Also, DO maybe you could check out some of the stuff this Dante does in MUGEN if you need any more ideas?

[url]http://www.youtube.com/watch?v=b2uNGoKsqME[/url]

[url]http://www.youtube.com/watch?v=Y-UxSQ9TOAE[/url]

Though I must say, it's quite hard to analyse some of those animations :-\  If only there was a sprite sheet...


Im almost done xD


I made this really cool animation that Dante does called Bee Sting...its kinda like the way chun li kicks....However, in game it doenst work right. but in brawl box it works perfectly....anyone wanna test the animation for me?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: _Data_Drain_ on June 20, 2011, 05:04:23 PM
Hollow, glad to see you're into PSA'ing, these concepts are awesome, and you totally nailed on the animations. Here's some feedback, though, to make it more fitting:


I like the new Fsmash speed, but, that should be used for the full charged Fsmash only, it can kill on 80%.

Up B needs a more slow startup, and its X movement have to be a bit longer.

I noticed how when you die, and you're in the thingy floating, when you move, Sephy will fall in T-Pose. Same happens after Down B in air.

Down B in air can be totally spammed, as in, you won't even move an inch down if you spam Down B, and its got a huge range. Its reach should have been more diagonally down, not horizontal, imo.

Also, is Sephy heavier? After using Up B, he'd fall faster than Link when using his Dair and you're pressing down on the Control Stick. This falling speed should be edited.
I'd like to add this... When you fully charge his forward smash, it stays as Octoslash... Very very broken indeed... As Wolfric said, down B is unlimited in the air, as is Oblivion, you need to fix this... Badly... And his physics feel odd now... Too much air mobility, falls super fast, and runs far too fast... Heaven's light... As Wolfric said, is odd... It doesn't go high, and starts up too fast...

Anyway, I'll give more feedback later...

And everything Wolfric said is true.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Albafika on June 20, 2011, 05:11:54 PM
I'd like to add this... When you fully charge his forward smash, it stays as Octoslash... Very very broken indeed... As Wolfric said, down B is unlimited in the air, as is Oblivion, you need to fix this... Badly... And his physics feel odd now... Too much air mobility, falls super fast, and runs far too fast... Heaven's light... As Wolfric said, is odd... It doesn't go high, and starts up too fast...

Anyway, I'll give more feedback later...

And everything Wolfric said is true.

I've got to add, Fair is perfect as it is, imo. If you're changing his physics, try keeping Fair just as it is.

Also, just noticed about Fmash, I didn't notice it was a normal Fsmash and then swapped to Octaslash after fully charged.

I think Fsmash full charge needs to have 1 or 2 more seconds of charge, too.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: SiLeNtDo0m on June 20, 2011, 05:17:06 PM
Im almost done xD


I made this really cool animation that Dante does called Bee Sting...its kinda like the way chun li kicks....However, in game it doenst work right. but in brawl box it works perfectly....anyone wanna test the animation for me?

That move is badass XD I would test it but I need to go to bed. Did you make sure to remove the stuff in the Other tab for the move?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: _Data_Drain_ on June 20, 2011, 05:19:19 PM
One more thing I need to add... Sephiroth's forward smash seems too fast... And the animation kinda has him float...

Also, even with free fall, Oblivion is too... Fast, I'd say give it as much start up, and end lag it had in Dissidia.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: DivineOverlord on June 20, 2011, 05:21:57 PM
That move is badass XD I would test it but I need to go to bed. Did you make sure to remove the stuff in the Other tab for the move?

remove what stuff?...btw, since you worked on an Ike PSA before...is it possible to have Ike kick in the air normally? or will his legs always try to touch the ground if you give him kicking moves? lol....when Ike does bee sting on ground, his legs seem to want to touch the ground at all times.....

as a last resort. I ended up putting Million Carats Crystal as a Down Smash...and Crystal as a Down B which is chargeable. :af:


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: SiLeNtDo0m on June 20, 2011, 05:28:46 PM
Well for the Cloud PSA he never really had to lift his legs.  But for the Bee Sting subaction, just remove all the Slope and Eye Events and basically everything that isn't a timer or a rumble.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: DivineOverlord on June 20, 2011, 05:32:22 PM
Well for the Cloud PSA he never really had to lift his legs.  But for the Bee Sting subaction, just remove all the Slope and Eye Events and basically everything that isn't a timer or a rumble.


I tried that but his legs still try to touch the ground during the animation, only low kicks seem to work but not high kicks. :/...but its all good. we'll settle with Ice Moves XD...I have no clue what that weapon is that he uses to produce ice. lol



EDIT: HERE IS THE KICKING MOVE IF ANYONE CAN GET IKE TO KICK RIGHT IN GAME

http://www.mediafire.com/?9zpmtkqegcvcndc (http://www.mediafire.com/?9zpmtkqegcvcndc)


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: SiLeNtDo0m on June 20, 2011, 05:37:49 PM
Also, does the Bee Sting follow up from something?  For example, is it part of a combo attack involving multiple subactions?  If so, you may need to delete the Slope and Eye Events from the previous subaction too.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Albafika on June 20, 2011, 05:40:01 PM
Hollow, glad to see you're into PSA'ing, these concepts are awesome, and you totally nailed on the animations. Here's some feedback, though, to make it more fitting:


I like the new Fsmash speed, but, that should be used for the full charged Fsmash only, it can kill on 80%.

Up B needs a more slow startup, and its X movement have to be a bit longer.

I noticed how when you die, and you're in the thingy floating, when you move, Sephy will fall in T-Pose. Same happens after Down B in air.

Down B in air can be totally spammed, as in, you won't even move an inch down if you spam Down B, and its got a huge range. Its reach should have been more diagonally down, not horizontal, imo.

Also, is Sephy heavier? After using Up B, he'd fall faster than Link when using his Dair and you're pressing down on the Control Stick. This falling speed should be edited.

Edit: Side B, Sephy goes in T-Pose after using it, also, I think the traveling distance should be bigger, and have him free fall after it, making this move an alternated recovery, to grab ledges and stuff, among other things.

Also, can't it be made so the attack slashes appear on the place Sephy "connects" with someone from *--------* being "*" Sephy's position before and after using the move, having the slashes appear over whoever Sephy touches in "-"? That's how this move should work, it'd be awesome if it was possible.

EDIT 2: Wings need to be added for Down B Aerial and Side B aerial, also, after Fsmash, I notice the animations kinda mess for a mili second before getting him to his standing position.

Great update, Hollow!
I'd like to add this... When you fully charge his forward smash, it stays as Octoslash... Very very broken indeed... As Wolfric said, down B is unlimited in the air, as is Oblivion, you need to fix this... Badly... And his physics feel odd now... Too much air mobility, falls super fast, and runs far too fast... Heaven's light... As Wolfric said, is odd... It doesn't go high, and starts up too fast...

Anyway, I'll give more feedback later...

And everything Wolfric said is true.
I've got to add, Fair is perfect as it is, imo. If you're changing his physics, try keeping Fair just as it is.

Also, just noticed about Fmash, I didn't notice it was a normal Fsmash and then swapped to Octaslash after fully charged.

I think Fsmash full charge needs to have 1 or 2 more seconds of charge, too.
One more thing I need to add... Sephiroth's forward smash seems too fast... And the animation kinda has him float...

Also, even with free fall, Oblivion is too... Fast, I'd say give it as much start up, and end lag it had in Dissidia.
Also, he goes into T-Pose after starting to fall after atatcking with any aerial (A) attack, as well as Down B Aerial.

@Oblivion: It'd be as much as Fox's side B for starting, I think?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: DivineOverlord on June 20, 2011, 05:40:15 PM
Also, does the Bee Sting follow up from something?  For example, is it part of a combo attack involving multiple subactions?  If so, you may need to delete the Slope and Eye Events from the previous subaction too.


nah, its all in one animation that is 90 frames long. take a look at it with brawl box XD.

http://www.mediafire.com/?9zpmtkqegcvcndc


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: DivineOverlord on June 20, 2011, 05:46:02 PM
OMG SDOOM YOU RIGHT!!! IT WORKS NOW!!!! :af:

it was the eye events that made his feet attach to the ground !!!!


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Ultraxwing on June 20, 2011, 05:49:27 PM
so Divine. how long till, Dante can be released...


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: DivineOverlord on June 20, 2011, 05:50:33 PM
so Divine. how long till, Dante can be released...

I'll be done tonight, thanks to SDOOM..I never known that eye events caused characters feet to stay on ground.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Ultraxwing on June 20, 2011, 05:51:59 PM
yeah, while i was working on my Ryu PSA. (had to cancel since my computer died)

it caused that. but i never figured out why it kept on failing..

now i know and knowing is half the battle.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hackingstar on June 20, 2011, 05:54:31 PM
so DO, now that dante is nearing completion and will be released very soon, i must ask. what's gonna be next? another awesome random project? or will you come back to help with Sephiroth? the mystery is yet to be solved.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: DivineOverlord on June 20, 2011, 05:57:13 PM
so DO, now that dante is nearing completion and will be released very soon, i must ask. what's gonna be next? another awesome random project? or will you come back to help with Sephiroth? the mystery is yet to be solved.

I'm gonna release Dante tonight, I just need to finish his Down B special which will be Million Crystal, if you hit his ice, he will counter with Crystal.

Down Smash Is Bee Sting.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hackingstar on June 20, 2011, 05:58:31 PM
it's great to know the progress DO, but ya still didn't answer mah question bro XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: DivineOverlord on June 20, 2011, 05:59:18 PM
it's great to know the progress DO, but ya still didn't answer mah question bro XD

oh I think I will go back to sephiroth and revamp all his animations.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Albafika on June 20, 2011, 06:00:07 PM
The Gauntlet will come after the guy's done with the hacks, DO. Don't worry, it'll come, surely, and it'll look awesome.  :)


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hackingstar on June 20, 2011, 06:00:31 PM
also, do you grant permission to xzedkiel to edit the Fitmarth.pac of the psa to call up different sfx to match his dissidia sfx?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: DivineOverlord on June 20, 2011, 06:04:55 PM
The Gauntlet will come after the guy's done with the hacks, DO. Don't worry, it'll come, surely, and it'll look awesome.  :)

yup it sure will haha. I already have his animations done for gauntlet mode and I still have about 80KB left of free space in Ike's pac file for the PSA and 400KB in his motion file.

also, do you grant permission to xzedkiel to edit the Fitmarth.pac of the psa to call up different sfx to match his dissidia sfx?

yeah, he can just email me the edit and I can put it in the main file. I suppose I can add him as a collab for sfx version .


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hackingstar on June 20, 2011, 06:05:38 PM
uh correction him AND me XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Ultraxwing on June 20, 2011, 06:08:54 PM
well, do you can get someone to vertex Link's Chainshot to be the gauntlets.

though it is made of up like 3 parts.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: DivineOverlord on June 20, 2011, 06:09:49 PM
well, do you can get someone to vertex Link's Chainshot to be the gauntlets.

though it is made of up like 3 parts.

Oh I asked BeyondYou if he can make a gauntlet and he said he will try it. XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Albafika on June 20, 2011, 06:10:24 PM
Oh I asked BeyondYou if he can make a gauntlet and he said he will try it. XD

But I told you Star'll make it. << >>


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: DivineOverlord on June 20, 2011, 06:14:44 PM
But I told you Star'll make it. << >>

lets postpone the gauntlet mode till I release version 1...I just don't know what to put as UP B if I replace Ike's extra sword model with a gauntlet.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: lightning29 on June 20, 2011, 06:18:04 PM
I tried that but his legs still try to touch the ground during the animation, only low kicks seem to work but not high kicks. :/...but its all good. we'll settle with Ice Moves XD...I have no clue what that weapon is that he uses to produce ice. lol

well dante uses a three pronged set of non-chucks for the ice, if thats what you were talking about


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: OmegaMalkior on June 20, 2011, 06:56:38 PM
Ummm... Side-B is infinite and almost all Aerials go into a T-Stance. Lol. I understand it's a beta.

Just giving small feedback. And His recovering is way bad. He falls to fast. But still, it's epic =D


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Albafika on June 20, 2011, 07:15:47 PM
Ummm... Side-B is infinite and almost all Aerials go into a T-Stance. Lol. I understand it's a beta.

Just giving small feedback. And His recovering is way bad. He falls to fast. But still, it's epic =D

Hollow, glad to see you're into PSA'ing, these concepts are awesome, and you totally nailed on the animations. Here's some feedback, though, to make it more fitting:


I like the new Fsmash speed, but, that should be used for the full charged Fsmash only, it can kill on 80%.

Up B needs a more slow startup, and its X movement have to be a bit longer.

I noticed how when you die, and you're in the thingy floating, when you move, Sephy will fall in T-Pose. Same happens after Down B in air.

Down B in air can be totally spammed, as in, you won't even move an inch down if you spam Down B, and its got a huge range. Its reach should have been more diagonally down, not horizontal, imo.

Also, is Sephy heavier? After using Up B, he'd fall faster than Link when using his Dair and you're pressing down on the Control Stick. This falling speed should be edited.

Edit: Side B, Sephy goes in T-Pose after using it, also, I think the traveling distance should be bigger, and have him free fall after it, making this move an alternated recovery, to grab ledges and stuff, among other things.

Also, can't it be made so the attack slashes appear on the place Sephy "connects" with someone from *--------* being "*" Sephy's position before and after using the move, having the slashes appear over whoever Sephy touches in "-"? That's how this move should work, it'd be awesome if it was possible.

EDIT 2: Wings need to be added for Down B Aerial and Side B aerial, also, after Fsmash, I notice the animations kinda mess for a mili second before getting him to his standing position.

Great update, Hollow!
I'd like to add this... When you fully charge his forward smash, it stays as Octoslash... Very very broken indeed... As Wolfric said, down B is unlimited in the air, as is Oblivion, you need to fix this... Badly... And his physics feel odd now... Too much air mobility, falls super fast, and runs far too fast... Heaven's light... As Wolfric said, is odd... It doesn't go high, and starts up too fast...

Anyway, I'll give more feedback later...

And everything Wolfric said is true.
I've got to add, Fair is perfect as it is, imo. If you're changing his physics, try keeping Fair just as it is.

Also, just noticed about Fmash, I didn't notice it was a normal Fsmash and then swapped to Octaslash after fully charged.

I think Fsmash full charge needs to have 1 or 2 more seconds of charge, too.
One more thing I need to add... Sephiroth's forward smash seems too fast... And the animation kinda has him float...

Also, even with free fall, Oblivion is too... Fast, I'd say give it as much start up, and end lag it had in Dissidia.
Also, he goes into T-Pose after starting to fall after atatcking with any aerial (A) attack, as well as Down B Aerial.

@Oblivion: It'd be as much as Fox's side B for starting, I think?

Everything was said. =P As for the Sprite, I'll see if I make it, but I'm not promising!


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hollow on June 20, 2011, 07:16:25 PM
Hollow, glad to see you're into PSA'ing, these concepts are awesome, and you totally nailed on the animations. Here's some feedback, though, to make it more fitting: I like the new Fsmash speed, but, that should be used for the full charged Fsmash only, it can kill on 80%. Up B needs a more slow startup, and its X movement have to be a bit longer. I noticed how when you die, and you're in the thingy floating, when you move, Sephy will fall in T-Pose. Same happens after Down B in air. Down B in air can be totally spammed, as in, you won't even move an inch down if you spam Down B, and its got a huge range. Its reach should have been more diagonally down, not horizontal, imo. Also, is Sephy heavier? After using Up B, he'd fall faster than Link when using his Dair and you're pressing down on the Control Stick. This falling speed should be edited. Edit: Side B, Sephy goes in T-Pose after using it, also, I think the traveling distance should be bigger, and have him free fall after it, making this move an alternated recovery, to grab ledges and stuff, among other things. Also, can't it be made so the attack slashes appear on the place Sephy "connects" with someone from *--------* being "*" Sephy's position before and after using the move, having the slashes appear over whoever Sephy touches in "-"? That's how this move should work, it'd be awesome if it was possible. EDIT 2: Wings need to be added for Down B Aerial and Side B aerial, also, after Fsmash, I notice the animations kinda mess for a mili second before getting him to his standing position. Great update, Hollow!
Alright. I fixed the DownB and SideB by adding 20 frames of end lag to each.
I fixed UpB by slowing the start to 18 frames, and increasing the forward distance to 30, and increasing the max height to 75.
Added wings to the two mentioned above.
I believe I found the cause for the T-Pose. The In transition time for Fall was 8, and I set it back to 0.
And the FSmash, I think I fixed it.
Oh, the SideB, I got rid of the graphics, so it looks like the actual Oblivion. Also, sorry about the [censored]ty animation, I'm really not very good at it.
About how fast do you want him to fall?
Decreased Air Mobility.
I can't really test it because my brother is on the wii right now. =\


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Albafika on June 20, 2011, 07:19:06 PM
Alright. I fixed the DownB and SideB by adding 20 frames of end lag to each.
I fixed UpB by slowing the start to 18 frames, and increasing the forward distance to 30, and increasing the max height to 75.
Added wings to the two mentioned above.
I believe I found the cause for the T-Pose. The In transition time for Fall was 8, and I set it back to 0.
And the FSmash, I think I fixed it.
Oh, the SideB, I got rid of the graphics, so it looks like the actual Oblivion. Also, sorry about the [censored]ty animation, I'm really not very good at it.
About how fast do you want him to fall?
Decreased Air Mobility.
I can't really test it because my brother is on the wii right now. =\

Like, after doing Up B, he falls faster than normally, all by itself, check on that if you can, please.. I think his actual fall "could" stay for now, I mean, we've got to see if it'd fit after these improvements.

And the animations are all nice, honestly, great work on 'em! It's just some PSA adjusts. =P


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hollow on June 20, 2011, 07:23:03 PM
Like, after doing Up B, he falls faster than normally, all by itself, check on that if you can, please.. I think his actual fall "could" stay for now, I mean, we've got to see if it'd fit after these improvements. And the animations are all nice, honestly, great work on 'em! It's just some PSA adjusts. =P
I mean, which character should I model his falling speed after?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Albafika on June 20, 2011, 07:24:27 PM
I mean, which character should I model his falling speed after?

Hmm... He should have Marth's freefalling speed after doing so, I assume.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hollow on June 20, 2011, 07:26:55 PM
Well, he has Marth's falling attributes right now.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: _Data_Drain_ on June 20, 2011, 07:28:34 PM
Don't forget free fall after side, and down B.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hollow on June 20, 2011, 07:29:50 PM
Don't forget free fall after side, and down B.
Do you want him in helpless fall after side and down B?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Albafika on June 20, 2011, 07:31:11 PM

Don&#039;t forget free fall after side, and down B.
Yeah, I agree, at least, after Side B he should be helpless. Down B should not let him use any other special, but let him able to use A attacks, if possible.
Well, he has Marth&#039;s falling attributes right now.
But for some reason, when entering helpess state after Up B, he falls slightly faster...


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hollow on June 20, 2011, 07:45:59 PM
Okay, all fixed. (hopefully)

http://www.mediafire.com/?gyq0fapni18l4d6


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: SmashClash on June 20, 2011, 07:54:02 PM
I hope that Dante PSA gets uploaded tonight,
It's 9:53PM EST here.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Albafika on June 20, 2011, 08:05:38 PM
Okay, all fixed. (hopefully)

[url]http://www.mediafire.com/?gyq0fapni18l4d6[/url]


Amazing, really, amazing.

Though, some things:

Aerial Side B should make him not be able to use another "B" move, same with Aerial Down B, I still can spam 'em both, but that wouldn't be a problem if you achieve making them disable the rest of "B" attacks.

Wouldn't it be possible to keep the old falling speed, BUT, make him fall slower after doing Up B? Right now, Fair is back to being spammed 2 times per shorthop, it was awesome as it was on the first release of 3.0.

Fsmash is now Octaslash completely, make it so that Octaslash is only casted when the Fsmash is fully charged, and 1 second to the charge, if possible. Add the old "normal" Fsmash that it had on the first 3.0, but add it more starting lag, it came out too fast and ended too quick.

The idea is to have Octaslash only as the full charged Fsmash, and the normal one as the Fsmash.

For Down B aerial, add the effects and fix the hitboxes, like, going and hitting only diagonally down (Like in Dissidia).

Some minor fixes:

The grab dashes when grabbing, like, he advances a few inches.
Fair makes him advance too.

This is turning out amazing, I think these would be the last edits for a real 3.0 release. I LOVE how the Side B works now, but it does 21% when it fully hits, it could be lowered to 15% if possible. XD but still, great job on it!


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: lightning29 on June 20, 2011, 08:24:22 PM
I hope that Dante PSA gets uploaded tonight,
It's 9:53PM EST here.

yeah so i can whoop sephiroth's ass with dante (who is better then sephiroth by the way ahem)


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: DivineOverlord on June 20, 2011, 08:37:21 PM
Okay, all fixed. (hopefully)

[url]http://www.mediafire.com/?gyq0fapni18l4d6[/url]


NICE work hollow, feel free to replace the main file.

I hope that Dante PSA gets uploaded tonight,
It's 9:53PM EST here.


I hope so too. I finished up crystal animation just now xD it took me awhile to make it smooth.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: lightning29 on June 20, 2011, 08:49:18 PM
NICE work hollow, feel free to replace the main file.

I hope so too. I finished up crystal animation just now xD it took me awhile to make it smooth.

can you show some screenshots ?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hollow on June 20, 2011, 09:09:33 PM
Amazing, really, amazing. Though, some things:  Aerial Side B should make him not be able to use another "B" move, same with Aerial Down B, I still can spam 'em both, but that wouldn't be a problem if you achieve making them disable the rest of "B" attacks. Wouldn't it be possible to keep the old falling speed, BUT, make him fall slower after doing Up B? Right now, Fair is back to being spammed 2 times per shorthop, it was awesome as it was on the first release of 3.0. Fsmash is now Octaslash completely, make it so that Octaslash is only casted when the Fsmash is fully charged, and 1 second to the charge, if possible. Add the old "normal" Fsmash that it had on the first 3.0, but add it more starting lag, it came out too fast and ended too quick. The idea is to have Octaslash only as the full charged Fsmash, and the normal one as the Fsmash. For Down B aerial, add the effects and fix the hitboxes, like, going and hitting only diagonally down (Like in Dissidia). Some minor fixes: The grab dashes when grabbing, like, he advances a few inches. Fair makes him advance too. This is turning out amazing, I think these would be the last edits for a real 3.0 release. I LOVE how the Side B works now, but it does 21% when it fully hits, it could be lowered to 15% if possible. XD but still, great job on it!
Eesh, making it unable to use specials won't turn out pretty. But I'll try.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Albafika on June 20, 2011, 09:12:09 PM
Eesh, making it unable to use specials won't turn out pretty. But I'll try.

I think it'd fit more than making it special fall, but if it's too much trouble, just make it so that both special fall, it'd be good, too.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hollow on June 20, 2011, 09:41:57 PM
I think it'd fit more than making it special fall, but if it's too much trouble, just make it so that both special fall, it'd be good, too.

No, I think I got it.

http://www.mediafire.com/?95t9892zq62pvk0


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Albafika on June 20, 2011, 09:43:32 PM
No, I think I got it.

[url]http://www.mediafire.com/?95t9892zq62pvk0[/url]


o_o Every change is in there?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hollow on June 20, 2011, 09:44:21 PM
o_o Every change is in there?
I think so. Except for the falling problem, which I don't know what to do about anymore. @_@


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Albafika on June 20, 2011, 09:52:12 PM
I think so. Except for the falling problem, which I don't know what to do about anymore. @_@

Octaslash reaches FD from corner to corner and Side B aerial freezed the game. XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hollow on June 20, 2011, 09:53:07 PM
Octaslash reaches FD from corner to corner and Side B aerial freezed the game. XD
wut.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Albafika on June 20, 2011, 09:56:27 PM
wut.

Yush, now Down B froze it. XD

Edit: Perhaps the file size?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hollow on June 20, 2011, 10:12:55 PM
Yush, now Down B froze it. XD Edit: Perhaps the file size?

wut the hell.
Lemme try again.

http://www.mediafire.com/?2sb6eegvgk6o86f


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Albafika on June 20, 2011, 10:18:32 PM
wut the hell.
Lemme try again.

[url]http://www.mediafire.com/?2sb6eegvgk6o86f[/url]


Yep, froze when using Down B Aerial


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hollow on June 20, 2011, 10:19:36 PM
Yep, froze.
I don't get it. It should work fine.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Albafika on June 20, 2011, 10:23:36 PM
Octaslash reaches FD from corner to corner and Side B aerial freezed the game. XD
All that stands true yet, and Down B freezes it too, Up B works, together with all A attacks. Also, the noncharged Fsmash was being Octaslash, sliding the whole FD field.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: DivineOverlord on June 20, 2011, 10:31:17 PM
All that stands true yet, and Down B freezes it too, Up B works, together with all A attacks. Also, the noncharged Fsmash was being Octaslash, sliding the whole FD field.


im done with Dante, just need to fix his final smash and his final bullet graphics.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hackingstar on June 20, 2011, 10:32:38 PM
*gasp* the final smash!? as in...the dissidia limit break?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Albafika on June 20, 2011, 10:35:36 PM

im done with Dante, just need to fix his final smash and his final bullet graphics.

Can't wait to see it. =D


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: DivineOverlord on June 20, 2011, 10:38:23 PM
*gasp* the final smash!? as in...the dissidia limit break?

Dante is not in Dissidia...what do you mean?


right now I have no ideas for his final smash. right now I just have him transform into gigabowser with a sword.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Albafika on June 20, 2011, 10:39:47 PM
Dante is not in Dissidia...what do you mean?


right now I have no ideas for his final smash. right now I just have him transform into gigabowser with a sword.

He might have gotten confused 'cause you quoted my post that was of a Sephy feedback. lol

I'll try to think about ideas for FS tonight.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hackingstar on June 20, 2011, 10:40:19 PM
Dante is not in Dissidia...what do you mean?


right now I have no ideas for his final smash. right now I just have him transform into gigabowser with a sword.

whoops sorry i thought you were talking about sephiroth. my bad XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: lightning29 on June 20, 2011, 10:48:12 PM
DO you should make Dante do a barrage of attacks in combo sequence similiar to links Final-Smash, of course useing all of his moves


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hollow on June 20, 2011, 10:59:51 PM
Alright, here's what it's come down to.
I've recreated the code from Sephy v1 to cancel the specials. If this doesn't work, then it's not happening. I'll just have to use helpless fall for the side and down B.
I'm testing it now.

Yeah, it didn't work. I'll change it to helpless fall.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: xZedkiel on June 21, 2011, 12:28:05 AM
I had talked about this with SDo0m earlier on in this thread, it's a special sub action or something like that for certain characters like Snake and Sonic. So it would be pretty complex to do that (normal attacks without allowing specials after a special).


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Tasty Pumpkin Clock on June 21, 2011, 03:09:30 AM
Waiting for Sephy is KILLING ME.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Ultraxwing on June 21, 2011, 04:29:54 AM
the waiting on DANTE is destroying my everlasting soul.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Triforce Zelda (Deceased) on June 21, 2011, 06:00:15 AM
the waiting on DANTE is destroying my everlasting soul.

PATIENCE...


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hollow on June 21, 2011, 06:55:17 AM
I had talked about this with SDo0m earlier on in this thread, it's a special sub action or something like that for certain characters like Snake and Sonic. So it would be pretty complex to do that (normal attacks without allowing specials after a special).
I know about that, but the code I used worked with Sephy v1, so it should have worked with this one too. =\
Anyway, I'll make them go into helpless fall, and release him today. Unless I decide to change his boring, boring throws. XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Albafika on June 21, 2011, 07:02:22 AM
I know about that, but the code I used worked with Sephy v1, so it should have worked with this one too. =\
Anyway, I'll make them go into helpless fall, and release him today. Unless I decide to change his boring, boring throws. XD

His back air could use some animation fix, or a new animation. Uair is fine since he uses that and owns with it, please keep this one if you're changing 'em. Fix, as well, the "dashing" when grabbing if you hadn't, if possible.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hollow on June 21, 2011, 07:04:00 AM
I have no idea what to do with back air. And I remember wanting to make UAir just three pokes. Maybe in a later version.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Albafika on June 21, 2011, 07:05:21 AM
I have no idea what to do with back air. And I remember wanting to make UAir just three pokes. Maybe in a later version.

I think Up Throw should stay, 'cause it's replicated exactly how he does it in AC when owning Cloud. lol The rest is subject of change, though, imo.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: DivineOverlord on June 21, 2011, 07:14:37 AM
I'll release Dante when I wake up in a few hours.  Everything has been changed except for his entry and throw animations. (only because I have no clue what to put for it haha)

Should I make a New post for Dante or post him on sephiroth's topic? XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: lightning29 on June 21, 2011, 07:27:20 AM
I'll release Dante when I wake up in a few hours.  Everything has been changed except for his entry and throw animations. (only because I have no clue what to put for it haha)

Should I make a New post for Dante or post him on sephiroth's topic? XD

i guess you could make one after you release dante, you have done most of everything else during this thread anyway


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: _Data_Drain_ on June 21, 2011, 08:42:15 AM
I know about that, but the code I used worked with Sephy v1, so it should have worked with this one too. =\
Anyway, I'll make them go into helpless fall, and release him today. Unless I decide to change his boring, boring throws. XD

Hm... Well, their use should be similar, however, I feel down throw needs less knock back growth, also... His grab itself seems too fast, put a little more start up lag on it... Look at say, Link's grab, see how many frames it takes to start, that's how much Sephiroth needs, also... His dash grab has no end lag, make it match up with his standing grab... And make his dash turn grab into an actual grab.

Also... See if you can make some new victory poses, I like the one you added in the version I tested, since it's based off his Dissidia victory pose, see if you can make one based off of the Final Fantasy 7 victory pose.
http://www.youtube.com/watch?v=EDuSxgkMXlI&feature=player_detailpage#t=210s
If for some reason the "Copy video URL at current time" doesn't work, it's at 03:30.

And here's another view of it.
http://www.youtube.com/watch?v=AB4W8UEO24E&feature=player_detailpage#t=599s
And for this one, 10:00.

One more thing, make sure his aerials can't be spammed, change the physics again, or better yet, just give the moves some end lag, and landing lag as well, as long as he can't use two in one short hop, it should be fine.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Tasty Pumpkin Clock on June 21, 2011, 09:15:00 AM
That would be an epic win animation.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: songeflemy on June 21, 2011, 10:41:06 AM
I'll release Dante when I wake up in a few hours.  Everything has been changed except for his entry and throw animations. (only because I have no clue what to put for it haha)

Should I make a New post for Dante or post him on sephiroth's topic? XD

Make a new one.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Albafika on June 21, 2011, 11:39:12 AM
Hm... Well, their use should be similar, however, I feel down throw needs less knock back growth, also... His grab itself seems too fast, put a little more start up lag on it... Look at say, Link's grab, see how many frames it takes to start, that's how much Sephiroth needs, also... His dash grab has no end lag, make it match up with his standing grab... And make his dash turn grab into an actual grab.

Also... See if you can make some new victory poses, I like the one you added in the version I tested, since it's based off his Dissidia victory pose, see if you can make one based off of the Final Fantasy 7 victory pose.
[url]http://www.youtube.com/watch?v=EDuSxgkMXlI&feature=player_detailpage#t=210s[/url]
If for some reason the "Copy video URL at current time" doesn't work, it's at 03:30.

And here's another view of it.
[url]http://www.youtube.com/watch?v=AB4W8UEO24E&feature=player_detailpage#t=599s[/url]
And for this one, 10:00.

One more thing, make sure his aerials can't be spammed, change the physics again, or better yet, just give the moves some end lag, and landing lag as well, as long as he can't use two in one short hop, it should be fine.


Yeah, I'd say make the physics as they were in your release.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Kaye Cruiser on June 21, 2011, 01:03:21 PM
I'll release Dante when I wake up in a few hours.  Everything has been changed except for his entry and throw animations. (only because I have no clue what to put for it haha)

Should I make a New post for Dante or post him on sephiroth's topic? XD

Definitely make a new one. It's be kind of silly for him to get lost in Sephy's topic, or for him to potentially take it over. XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: _Data_Drain_ on June 21, 2011, 01:12:31 PM
Yeah, in this case, I'd make it it's own topic, since... Well, feedback for Dante could be drowned out by Sephiroth feedback...


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Albafika on June 21, 2011, 01:15:08 PM
I think Up Throw should stay, 'cause it's replicated exactly how he does it in AC when owning Cloud. lol The rest is subject of change, though, imo.

I meant Up Throw should stay. XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: _Data_Drain_ on June 21, 2011, 01:16:55 PM
I meant Up Throw should stay. XD
Yeah, up throw is cool, since it is like AC:C, plus, it makes a good set up throw... I'd say keep that animation.

Also Hollow, I'm starting to like the physics you gave Sephiroth in the air, from your first edits, he just needs to not run, or walk as fast, this... Makes him more risky to use off stage... Make him fall fast, and have short jumps again.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Albafika on June 21, 2011, 02:08:57 PM
The moves that could be changed are:

Bair/Fair/Nair/Fthrow/Bthrow/Dthrow, other than that, everything's solid, other than the fixings these others need.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: _Data_Drain_ on June 21, 2011, 02:16:07 PM
The moves that could be changed are:

Bair/Fair/Nair/Fthrow/Bthrow/Dthrow, other than that, everything's solid, other than the fixings these others need.
Yeah, like the air moves, it still seems like, even with the fast fall speed, you can spam forward air, just give it end lag, and some landing lag, same for all aerials.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Albafika on June 21, 2011, 04:07:48 PM
AoD, post in Dante's thread. Lol


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Tasty Pumpkin Clock on June 21, 2011, 04:08:11 PM
He made a Dante Thread?? Will do then, thanks.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hollow on June 21, 2011, 07:51:59 PM
Quote from: Hollow from a long time ago
BThrow: He turns around, throws the opponent forward and up a little, then does a two handed slash.

DThrow: He jumps up with the opponent on his sword, then shoots down and stabs his sword into the ground, sending the opponent flying.
Remember this? Well, I did those.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: SmashClash on June 21, 2011, 07:55:38 PM
I want WallRun. :(


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Albafika on June 21, 2011, 07:56:42 PM
Remember this? Well, I did those.


Would like to see 'em. Also, before, everything I said about Uair was meant to be Uthrow, I confused 'em, but yeah, Uair should stay, too, as well as Uthrow.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hollow on June 21, 2011, 08:00:22 PM
I want WallRun. :(
Next version. :P

Okay, going to test them now.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hackingstar on June 21, 2011, 08:02:59 PM
SUH-WEET!  :af2:


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Albafika on June 21, 2011, 08:03:29 PM
Next version. :P

Okay, going to test them now.

Also, make his Gravity 0,1 and Air mobility 1,9 (The way they were on your first 3.0 release, it was amazing that way)


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hollow on June 21, 2011, 08:27:57 PM
Okay. His throws work perfectly, if I do say so myself.
And you can't use more than one aerial in one jump.

Standby for the link.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Albafika on June 21, 2011, 08:28:41 PM
Okay. His throws work perfectly, if I do say so myself.
And you can't use more than one aerial in one jump.

Standby for the link.

*Waiting*


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hackingstar on June 21, 2011, 08:33:20 PM
*me too* *waiting*


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: SmashClash on June 21, 2011, 08:44:35 PM
:O That means it'll have WallRun!


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hollow on June 22, 2011, 06:51:30 AM
^wut


Sorry about the wait, guys. My dad sent me to bed before I could finish.

I'll get it to you today, promise.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Tasty Pumpkin Clock on June 22, 2011, 07:56:32 AM
: < It takes like two seconds to upload.
Well that's okay. If it's today then I can wait. ^_^


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Puraidou on June 22, 2011, 07:58:22 AM
^wut
V2.99 < V3

V3 is a new version, you said it's in the new version. So it's in V3 xD

: < It takes like two seconds to upload.
Depends, he might be very busy with stuff away from the pc. >.>
But who knows xD


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Albafika on June 22, 2011, 07:59:37 AM
: < It takes like two seconds to upload.
Well that's okay. If it's today then I can wait. ^_^

I'm pretty sure it's still not finished, if not, he'd have uploaded it right away.

^wut


Sorry about the wait, guys. My dad sent me to bed before I could finish.

I'll get it to you today, promise.

Deceiver! I was like F5'ing this page for 30 minutes. D: [/exagerated drama]


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: SmashClash on June 22, 2011, 10:18:47 AM
:O That means it'll have WallRun!
^wut Sorry about the wait, guys. My dad sent me to bed before I could finish. I'll get it to you today, promise.
I want WallRun. :(
Next version. :P Okay, going to test them now.

You said the next version will have WallRun. So how come you said "wut"?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Albafika on June 22, 2011, 11:31:31 AM
WAY abck then, he had problems with wallrun, and it was suggested to skip it 'til it's fixed later on, so he's not going to update with Wallrun for now.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Lythro on June 22, 2011, 01:21:56 PM
Lotta posts here since I last checked. Can't say I have the time to look over them all. I'll just have to assume you guys are busy :C

Good luck Hollow, it's been ages since we've gotten an update! (I assume?)


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hackingstar on June 22, 2011, 01:56:53 PM
it may be too soon or late to say this but since down b is gonna be godspeed. and uh wasn't up tilt in this psa godspeed? it looked like it from the way it fired lasers after it's upward slash. what i'm saying is since down b will be godspeed or rather is godspeed now, up tilt should be changed. maybe to the new move sephiroth has in dissidia 012? you know transcience?

http://www.youtube.com/watch?v=EXUd5VuAhLQ

it's at 0:19 "Vanish"


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: SmashClash on June 22, 2011, 02:00:20 PM
Lotta posts here since I last checked. Can't say I have the time to look over them all. I'll just have to assume you guys are busy :C Good luck Hollow, it's been ages since we've gotten an update! (I assume?)
There's a download a few pages ago.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Tasty Pumpkin Clock on June 22, 2011, 02:06:46 PM
it may be too soon or late to say this but since down b is gonna be godspeed. and uh wasn't up tilt in this psa godspeed? it looked like it from the way it fired lasers after it's upward slash. what i'm saying is since down b will be godspeed or rather is godspeed now, up tilt should be changed. maybe to the new move sephiroth has in dissidia 012? you know transcience?

[url]http://www.youtube.com/watch?v=EXUd5VuAhLQ[/url]

it's at 0:19 "Vanish"


I think it should be left as it is. There's another attack that looks exactly like it, I just don't remember the name...


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: _Data_Drain_ on June 22, 2011, 02:10:50 PM
I think it should be left as it is. There&#039;s another attack that looks exactly like it, I just don't remember the name...
Yeah, Fervent Blow, I agree, up tilt should be left as is, if anything... The uncharged forward smash could be Transcience, it wouldn't kill, but would knock foes away, Hollow, look at Zero's PSA for reference coding for the forward smash changing.

Also Hackingstar, you mean 0:21 in that video... It doesn't really seem up tilt like anyway... And the current one has a lot of use... I'd keep it honestly, there's no need to change it.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hackingstar on June 22, 2011, 02:12:17 PM
Yeah, Fervent Blow, I agree, up tilt should be left as is, if anything... The uncharged forward smash could be Transcience, it wouldn't kill, but would knock foes away, Hollow, look at Zero's PSA for reference coding for the forward smash changing.

woah. i did not think about fervent blow. nevermind

although it couldn't hurt to be edited to slash-shoot the lasers straight forward a little instead up diagonally upward.

*EDIT* actually maybe lower the distance way a little


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: _Data_Drain_ on June 22, 2011, 02:18:08 PM
woah. i did not think about fervent blow. nevermind

although it couldn't hurt to be edited to slash-shoot the lasers straight forward a little instead up diagonally upward.
Eh, I disagree, it makes a pretty good anti air move as it is now, it also makes camping at high places a bit unsafe, something his other projectiles lack.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hackingstar on June 22, 2011, 02:19:37 PM
Eh, I disagree, it makes a pretty good anti air move as it is now, it also makes camping at high places a bit unsafe, something his other projectiles lack.

eh. ok then. it can stay.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: _Data_Drain_ on June 22, 2011, 02:29:21 PM
But yeah, think about it, Shadow Flare can't go too far above Sephiroth, Meteor has start up lag, and doesn't go above him much, and the fire pillars, while good for trapping, don't do as much damage, say your foe is kinda trying to camp off stage, you can hit them with the up tilt, or if they're on a high platform in say... Castle Siege, the second floor, it's pretty good there.

I'm not saying it's his BEST projectile, that goes to Shadow Flare, but Fervent Blow can be used in some cases where Shadow Flare would not be of much use.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hollow on June 22, 2011, 07:49:44 PM
I finally got sephy to be unable to use specials after side and down b, but it froze on one occasion. I'm going to see if I can get rid of it. If I do, then Everything is done.

New win animations. More fluent animations too.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hollow on June 22, 2011, 08:00:32 PM
Damn. Apparently, it freezes when you press down B after you can't use specials.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hackingstar on June 22, 2011, 08:03:21 PM
that's tragic. so what's gonna happen now?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hollow on June 22, 2011, 08:04:26 PM
Well, I'm going to try to fix it. If not, then he'll have to go into helpless fall.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Tasty Pumpkin Clock on June 22, 2011, 08:04:53 PM
But either way he'll be uploaded soon?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hollow on June 22, 2011, 08:08:07 PM
But either way he'll be uploaded soon?
Ya.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: lightning29 on June 22, 2011, 08:31:03 PM
awesome you got any screen shots available ?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Tasty Pumpkin Clock on June 22, 2011, 08:51:43 PM
He's uploading it soon anyways.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hollow on June 22, 2011, 09:12:10 PM
Okay, got the special cancel to work again. When specials are cancelled, and you try a special, you get a little height, which can be used for stalling majorly, so I have to get rid of that, too.

Don't worry, it'll come soon.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Tasty Pumpkin Clock on June 22, 2011, 09:24:58 PM
:<


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hollow on June 22, 2011, 09:28:16 PM
Still trying to get rid of it......


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Tasty Pumpkin Clock on June 22, 2011, 09:30:49 PM
:<


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hackingstar on June 22, 2011, 09:32:21 PM
/\

this


means sad.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: lightning29 on June 22, 2011, 09:52:10 PM
lol yall will be alright until he releases it, remember he is fixing what yall pointed out needed to be fixed


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: DivineOverlord on June 22, 2011, 09:57:13 PM
should I work on sephy again after Dante is updated? or are you guys bored of sephy? :P


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Tasty Pumpkin Clock on June 22, 2011, 10:02:01 PM
We'll have to see the new update and if anything can be improved.
If so, I really can't see it being very big... any other fixes will probably take very little time to do.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Lythro on June 22, 2011, 10:16:29 PM
There's a download a few pages ago.

Ah, my mistake. Thanks for pointing that out!

I'll wait for the next update Hollow's working on since he's very nearly done. Looking forward to it though!

By the way DO, I don't think anyone'll get bored of Sephiroth since everyone seems to have very specific opinions of how he should work or what moves he has (myself included no doubt). Since I haven't played the most recent update I can't tell yet if it'd need any more improvements.

Looking forward with what you plan to do for Dante though!


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: _Data_Drain_ on June 22, 2011, 10:19:18 PM
should I work on sephy again after Dante is updated? or are you guys bored of sephy? :P
No, I am not bored of Sephiroth. XD

He needs to get to the final version after all, can't just leave him 80% complete or anything.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hollow on June 22, 2011, 10:27:56 PM
Oh, yeah, he plays great. Except for the stalling. But, after looking at Zero's Side B, I think I can fix it.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hackingstar on June 22, 2011, 10:37:44 PM
No, I am not bored of Sephiroth. XD

He needs to get to the final version after all, can't just leave him 80% complete or anything.

agreed


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Tasty Pumpkin Clock on June 23, 2011, 01:13:32 AM
Oh yeah, this can be done later. But someone should do a one slot size mod to make him taller.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Puraidou on June 23, 2011, 01:31:32 AM
Oh yeah, this can be done later. But someone should do a one slot size mod to make him taller.
I agree, Sephi isn't tall enough xD


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: xZedkiel on June 23, 2011, 01:41:11 AM
I too was gonna state this.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Tasty Pumpkin Clock on June 23, 2011, 01:45:49 AM
So was I. Wait...


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: _Data_Drain_ on June 23, 2011, 01:50:32 AM
I agree, Sephi isn't tall enough xD
He's about 6.1, he's not a huge character.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Puraidou on June 23, 2011, 01:52:48 AM
He's about 6.1, he's not a huge character.
True but he's longer then he is now. Not all too much but at least a bit.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Albafika on June 23, 2011, 06:19:28 AM
I can make that size mod, when we reach a final version.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hollow on June 23, 2011, 07:00:33 AM
I'm sorry about not getting you that link, guys. ;_;

I'm a perfectionist, and I hate flaws. I'm trying my best to get rid of the stalling. Hopefully Naruto's UpB layout will work for me.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Albafika on June 23, 2011, 07:04:45 AM
I'm sorry about not getting you that link, guys. ;_;

I'm a perfectionist, and I hate flaws. I'm trying my best to get rid of the stalling. Hopefully Naruto's UpB layout will work for me.
Don't worry about it, at all. Just do what you have to do. :P


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: _Data_Drain_ on June 23, 2011, 11:44:03 AM
Don't worry about it, at all. Just do what you have to do. :P
This, take your time, you can't rush something like this, it's best to iron out the bugs as much as you can, for balance, and for playability.

I can wait a good while longer, take as much time as you need.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: xZedkiel on June 23, 2011, 12:21:40 PM
Oh yeah, this can be done later. But someone should do a one slot size mod to make him taller.
So was I. Wait...

Lolz


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hollow on June 23, 2011, 01:22:49 PM
He's done!!!

To cancel the stalling, when specials are cancelled, if you try to use them again, you'll use an aerial attack instead!

Oh, and one more little bug. if you use side b, and you run into a hill, or if you become right over the ground, it will shoot forward. Really no fix for this, but it's not that big of a deal.

And finally, the :link: (http://www.mediafire.com/?n9j9n2tgqqocvap)


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hackingstar on June 23, 2011, 01:25:27 PM
lol. Link XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Tasty Pumpkin Clock on June 23, 2011, 01:43:47 PM
YAAAAAAAAAAAAAY.
Okay now feedback time.

Aerial Down Special: Isn't it possible to have him shoot the attacks diagonally downwards?
Aerial Side Special: Love it! Kinda wish the hits went on for a few seconds longer though...
The damage is fine, but could it last a tiny bit longer?
Aerial Forward/Back throw: Hate, hate, hate that goofy hammer swinging animation. Must be changed!  
Down Throw: Love it.
Up Smash: You should use the animation from the last version so his sword doesn't go into the ground...
Side Tilt: The second hit still needs to come out faster.
Side Smash: Love it.
Btw I also love how using specials a second time in the air makes him use a smash instead.

It's overall quite good, but there's still a few things to fix.

EDIT: I'm also thinking, Ness's PK Cross does 37%. Heartless Angel is just as hard to hit with if not harder. You should up the damage to 40% or 50%.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Albafika on June 23, 2011, 02:08:07 PM
> Fsmash's animation, after the attack, when he's getting back to Wait1, he kinda floats, same with Octaslash.

>Octaslash (Fsmash) needs to have a longer charge time, add 1:30 seconds to it, at least... It comes out too fast and its got too much power.

>Back Throw looks a bit odd, dunno what, exactly...

>I see you fixed the Grab dashing, nice! But, a new dash appeared. Side B kinda dashes, he should stand still, and the attack is a bit strong, perhaps lower it to 12 damage? It's doing 19-21 and it's easy to land.

>Down B: Can't the effects go in the direction this gun's pointing? (http://www.istockphoto.com/file_thumbview_approve/13956040/1/13956040-aiming-diagonally-down.jpg), it'd look AWESOME this way, and very similar to Dissidia's.

>Ftilt is fast enough, in my opinion. It's good as it is.

>Down Smash's hitbox, can you adjust it so it doesn't hits on Sephiroth's back? It's kinda odd having Sephiroth's coat harming people. XD

>Heaven's Light goes way too high, the original idea was for it to have more horizontal range but a bit less vertical range than Marth, also, he should go Up slow, but fast, I'm sorry this wasn't pointed out, I totally forgot about it.

>AoD's got it right with Up Smash, it's just adjusting the animation a bit.

>Down Throw: I think instead of having knockback, it should lay the opponent down as Snake's Down Throw does.

This is totally awesome, really near completion, I'm really impressed and hyped. Great job, Hollow! T_T


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: _Data_Drain_ on June 23, 2011, 03:02:09 PM
My turn...

Pretty much everything Wolfric said is true, but maybe making Octoslash have as much end lag as it used to would fix the balance problems with it, after all, it does take 1 in a half second to use... Now on to new things.

Up air's landing, after using side B, the animation bugs out big time... Here, let this picture tell you what I mean.
(http://i956.photobucket.com/albums/ae41/_Data_Drain_/al_110623_1651binout.jpg)
It's some landing animation, not just that one, but there's a landing animation that does that... See if you can fix it.

His dash turning animation... You can actually cancel it into smash attacks, and to a turning smash attack... Take this how ever you want, I'm not sure if this is broken.

Oblivion's hit box is too big, it should only work if Sephiroth passes through you, I was above Meta Knight, and it hit him... Plus, he needs to stay still after it hits, or misses, like in Dissidia.

I fully agree with Wolfric with the down throw, it needs to make the foe lay down, like after Snake's down throw, it also has a LOT of base knock back... It looks unrealistic... Also... Is there anyway to make him not go through the ceiling? Like Kirby, or Meta Knight's up throw?

Back throw... The animation seems odd, he's hitting them downward, but they go flying upward... It just seems odd.

I still say Hell's Gate needs start up lag... There are times when you can actually spike the foe, without dieing with it... But then again, it is pretty hard to do though, but it's doable, since the spike collision is on all of the blade.

Godspeed could use a bit of end lag to be honest.

Now I do not know how the heck I did this, but I swear I got Octoslash to work without charging... I think, just make sure there's no way he can do it without fully charging forward smash.

...Until I find more, I hope this helps out, it's pretty close to being finished. :)

Edit: Hey, you took my suggestion for a that FFVII win pose... Nice!

It's a bit faster then it was in the game, but it's a very nice victory pose.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Albafika on June 23, 2011, 03:10:38 PM
> Fsmash's animation, after the attack, when he's getting back to Wait1, he kinda floats, same with Octaslash.

>Octaslash (Fsmash) needs to have a longer charge time, add 1:30 seconds to it, at least... It comes out too fast and its got too much power.

>Back Throw looks a bit odd, dunno what, exactly...

>I see you fixed the Grab dashing, nice! But, a new dash appeared. Side B kinda dashes, he should stand still, and the attack is a bit strong, perhaps lower it to 12 damage? It's doing 19-21 and it's easy to land.

>Down B: Can't the effects go in the direction this gun's pointing? ([url]http://www.istockphoto.com/file_thumbview_approve/13956040/1/13956040-aiming-diagonally-down.jpg[/url]), it'd look AWESOME this way, and very similar to Dissidia's.

>Ftilt is fast enough, in my opinion. It's good as it is.

>Down Smash's hitbox, can you adjust it so it doesn't hits on Sephiroth's back? It's kinda odd having Sephiroth's coat harming people. XD

>Heaven's Light goes way too high, the original idea was for it to have more horizontal range but a bit less vertical range than Marth, also, he should go Up slow, but fast, I'm sorry this wasn't pointed out, I totally forgot about it.

>AoD's got it right with Up Smash, it's just adjusting the animation a bit.

>Down Throw: I think instead of having knockback, it should lay the opponent down as Snake's Down Throw does.


This is totally awesome, really near completion, I'm really impressed and hyped. Great job, Hollow! T_T
My turn...

Pretty much everything Wolfric said is true, but maybe making Octoslash have as much end lag as it used to would fix the balance problems with it, after all, it does take 1 in a half second to use... Now on to new things.

Up air's landing, after using side B, the animation bugs out big time... Here, let this picture tell you what I mean.

([url]http://i956.photobucket.com/albums/ae41/_Data_Drain_/al_110623_1651binout.jpg[/url])
It's some landing animation, not just that one, but there's a landing animation that does that... See if you can fix it.

His dash turning animation... You can actually cancel it into smash attacks, and to a turning smash attack... Take this how ever you want, I'm not sure if this is broken.

Oblivion's hit box is too big, it should only work if Sephiroth passes through you, I was above Meta Knight, and it hit him... Plus, he needs to stay still after it hits, or misses, like in Dissidia.

I fully agree with Wolfric with the down throw, it needs to make the foe lay down, like after Snake's down throw, it also has a LOT of base knock back... It looks unrealistic... Also... Is there anyway to make him not go through the ceiling? Like Kirby, or Meta Knight's up throw?

Back throw... The animation seems odd, he's hitting them downward, but they go flying upward... It just seems odd.

I still say Hell's Gate needs start up lag... There are times when you can actually spike the foe, without dieing with it... But then again, it is pretty hard to do though, but it's doable, since the spike collision is on all of the blade.

Godspeed could use a bit of end lag to be honest.

Now I do not know how the heck I did this, but I swear I got Octoslash to work without charging... I think, just make sure there's no way he can do it without fully charging forward smash.

...Until I find more, I hope this helps out, it's pretty close to being finished. :)

Edit: Hey, you took my suggestion for a that FFVII win pose... Nice!

It's a bit faster then it was in the game, but it's a very nice victory pose.[/size]



Aerial Down Special: Isn't it possible to have him shoot the attacks diagonally downwards?
Aerial Forward/Back throw: Hate, hate, hate that goofy hammer swinging animation. Must be changed!  
Up Smash: You should use the animation from the last version so his sword doesn't go into the ground...
Btw I also love how using specials a second time in the air makes him use a smash instead.

It's overall quite good, but there's still a few things to fix.



@Data: I had it glitch like that, too, but didn't say it since I didn't know how, seems like you found how!

Turning does that? That can't stay, honestly.

The ceiling thing? Sdo0m's Cloud has the same problem, I assume it's not possible to fix it... But hopefully, it is.

I agree on Godspeed, as well as the downward direction.

I agree with Oblivion and Hell's Gate.

@AoD:

I agree with you on Back Throw and Fair, but, remember, that Fair/Bair/Nair will be changed for something new, we jsut haven't thought what. XD

This is pretty much everything, for now, I assume, unless we find some other bugs or minor edits.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hackingstar on June 23, 2011, 03:13:02 PM
um just to point out in dissidia, doesn't sephiroth's hell's gate start with like a jumping leap? 


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Albafika on June 23, 2011, 03:16:30 PM
um just to point out in dissidia, doesn't sephiroth's hell's gate start with like a jumping leap?  

Yes, wow! It could actually work like this, and have that jump be the startup lag it needs. Great guess, Hackingstar! Let's hope this can be done!


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: _Data_Drain_ on June 23, 2011, 03:18:08 PM
Oh, AoD, Heartless Angel could do about 30% damage, that would be perfect, since it's powerful, without being Final Smash like.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hackingstar on June 23, 2011, 03:20:53 PM
just to show ya.

http://www.youtube.com/watch?v=YuHs9kNedkw

0:57 and 1:01

see that? didn't that start up lag look like a jumping leap? XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: _Data_Drain_ on June 23, 2011, 03:33:01 PM
just to show ya.

[url]http://www.youtube.com/watch?v=YuHs9kNedkw[/url]

0:57 and 1:01

see that? didn't that start up lag look like a jumping leap? XD

Quite indeed, I did say something about that before, but I didn't know if it was possible... But if it is, Hollow MUST add this to Hell's Gate.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Ultraxwing on June 23, 2011, 03:55:54 PM
i agree.

having to hold down the button tok hit the ground would be a major thing.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: _Data_Drain_ on June 23, 2011, 04:34:15 PM
i agree.

having to hold down the button tok hit the ground would be a major thing.
That should not be added... For one reason, it would make an easy spike. ._.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hollow on June 23, 2011, 05:50:27 PM
The problem with Godspeed is that the attacks are all 5 frames. I'll have to make the animation longer.
I'm fixing up the back throw. I added a jump instead of a goofy hammer swing. ¬_¬
The thing with landings, I changed the animations, but they mess up I do. I guess they have to stay normal.
I'm fixing Oblivion too. I just can't get it exactly like fox's side B.
Octoslash cannot work without fully charging. It's not possible. Also, fully charged smashes happen in 61 frames, so I don't see why it happens too fast. It's exactly the same as the others. Also, the floating at the end is in the animation. I suppose I can get rid of it.
Heaven's Light I'll fix.
I'll fix Up Smash too.
And it would be easy to add that jump to Hell's Gate.
The down throw... I think I can get them to lay down. The one I use will still send them up, though.

Sheesh. I thought I'd actually done it. All this won't take me that long.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Albafika on June 23, 2011, 06:10:34 PM
The problem with Godspeed is that the attacks are all 5 frames. I'll have to make the animation longer.
I'm fixing up the back throw. I added a jump instead of a goofy hammer swing. ¬_¬
The thing with landings, I changed the animations, but they mess up I do. I guess they have to stay normal.
I'm fixing Oblivion too. I just can't get it exactly like fox's side B.
Octoslash cannot work without fully charging. It's not possible. Also, fully charged smashes happen in 61 frames, so I don't see why it happens too fast. It's exactly the same as the others. Also, the floating at the end is in the animation. I suppose I can get rid of it.
Heaven's Light I'll fix.
I'll fix Up Smash too.
And it would be easy to add that jump to Hell's Gate.
The down throw... I think I can get them to lay down. The one I use will still send them up, though.

Sheesh. I thought I'd actually done it. All this won't take me that long.

Try adding more frames to the Fsmash charge, then. Remember Octaslash is special, it doesn't needs to have the same charge as other Smashes, imo. Comes out too fast for his power, try having it at 120 frames (2:00 seconds) if you can, I think this would do.

Also, don't feel we're putting your work down, it's the other way around, we're all really impressed you've achieved all these new things, great work on this PSA, Hollow. =D All this'd need is:

A new Fair
A new Bair
A new Nair

And these three are moves we still have to think of which ones to be. lol


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Tasty Pumpkin Clock on June 23, 2011, 06:17:09 PM
Oh, AoD, Heartless Angel could do about 30% damage, that would be perfect, since it's powerful, without being Final Smash like.

Once again though... PK Cross does 37%.
And to dodge H.A. all you have to do is jump, and you can even attack him... I think it should be 40%, only 3 more then PK Cross.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hollow on June 23, 2011, 06:18:56 PM
40 damage?! That's insane.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: _Data_Drain_ on June 23, 2011, 06:32:41 PM
Hahahaha, oh man... Yeah, Hell's Gate needs that start up lag, for one reason alone... Pirate Ship, or any stage with water, it's pretty much gonna spike in any of those stages. XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hackingstar on June 23, 2011, 08:28:01 PM
http://www.youtube.com/watch?v=7s1VyV3OP4Q

(you may want to invert the colors of your desktop with Magnifier)

2:39 forward air?

http://www.youtube.com/watch?v=l6ZaSipHuO4

2:23 or 2:31 neutral air?

or

http://www.youtube.com/watch?v=z-iZaGW3isY

0:09 forward air?

http://www.youtube.com/watch?v=s-x_iz4x2DE

0:14 back air?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Albafika on June 23, 2011, 09:34:18 PM
I like this for Fair:

(http://www.gifninja.com/animatedgifs/72883/sephy.gif)

I suggested this one as Nair before, too:

(http://www.gifninja.com/animatedgifs/72894/sephy.gif)

That for Bair? I'm not too sure...


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hackingstar on June 23, 2011, 09:42:32 PM
sorry man i just  couldn't find anymore good ideas..


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Albafika on June 23, 2011, 09:44:35 PM
sorry man i just  couldn't find anymore good ideas..

Uh, not sure why you're apologizing. ._.; These two are nice, imo, the Bair one.. Well, I didn't see it as a Bair, more like a Fair. XD Bair one will have to be made up, I guess.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: _Data_Drain_ on June 23, 2011, 09:46:58 PM
Uh, not sure why you're apologizing. ._.; These two are nice, imo, the Bair one.. Well, I didn't see it as a Bair, more like a Fair. XD Bair one will have to be made up, I guess.
Yeah, something will have to be made up... Hm... I'm not sure what function it should serve... What's something his other aerials don't offer? Other then hitting behind him. XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Lythro on June 23, 2011, 10:32:05 PM
I always feel bad seeing someone like Hollow posting a link for us to playtest like school kids, and then read all the following posts detailing how to make it better. The harsh reality of this line of hobby is IT'S NEVER GOOD ENOUGH!

Not to say that the feedback is bad or unnecessary. It just makes me wish I was able to edit Brawl moves and help out rather than judge like the cruel creature I am. That said, everything I could suggest has already been mentioned pretty much. But you're doing a fantastic job!


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hackingstar on June 23, 2011, 10:36:13 PM
hey hollow, i just remembered. it's probably been a while since you mentioned this but have you gotten around lately to figure out that method of mirroring marth's animations to look like sephiroth's? you know. change the sword position from his right to left hand? yeah i know it's been a while since that was discussed..


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: _Data_Drain_ on June 23, 2011, 10:59:24 PM
I always feel bad seeing someone like Hollow posting a link for us to playtest like school kids, and then read all the following posts detailing how to make it better. The harsh reality of this line of hobby is IT'S NEVER GOOD ENOUGH!

Not to say that the feedback is bad or unnecessary. It just makes me wish I was able to edit Brawl moves and help out rather than judge like the cruel creature I am. That said, everything I could suggest has already been mentioned pretty much. But you're doing a fantastic job!
Well, but that's what feedback is all about, Hollow's doing pretty good actually, it just needs some more changes... After those changes? I think he might be done, unless someone finds a WEIRD glitch LONG after the final release. XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Tasty Pumpkin Clock on June 24, 2011, 08:45:08 AM
40 damage?! That's insane.


Two things.
1. The point of Heartless Angel is it's supposed to do literally as much damage as possible.
2. PK Cross already does 40% so it's not insane, if you still feel it's a little too much just make the start up last a bit longer.
Oh and reduce the knock back a lot. It really shouldn't have any knock back at all...

I like this for Fair:

([url]http://www.gifninja.com/animatedgifs/72883/sephy.gif[/url])

I suggested this one as Nair before, too:

([url]http://www.gifninja.com/animatedgifs/72894/sephy.gif[/url])

That for Bair? I'm not too sure...

The first one for Fair and the second one for Nair.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Albafika on June 24, 2011, 11:19:37 AM
Two things.
1. The point of Heartless Angel is it's supposed to do literally as much damage as possible.
2. PK Cross already does 40% so it's not insane, if you still feel it's a little too much just make the start up last a bit longer.
Oh and reduce the knock back a lot. It really shouldn't have any knock back at all...

The first one for Fair and the second one for Nair.

PK Cross never hits, not even in 4vs4, that move is discarded. On the other hand, Heartless Angel can hit, stop thinking about 40%, not gonna happen, no one wants it that way... Tt's fine as it is 'cause it has potent KO power, imo.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: _Data_Drain_ on June 24, 2011, 11:57:50 AM
PK Cross never hits, not even in 4vs4, that move is discarded. On the other hand, Heartless Angel can hit, stop thinking about 40%, not gonna happen, no one wants it that way... Tt's fine as it is 'cause it has potent KO power, imo.
Well... I guess PK Flash could hit Ganon trying to recover... But as I said before, what doesn't? XD

But I still say 30% damage is fine for Heartless Angel, since the move hits the whole stage, and honestly... It does have a chance to hit in some stages, and situations, plus... 40% damage... That's as much as a darn final smash...

Speaking of final smashes, is it just me? Or is the low damage % meteor actually a lot more broken then Supernova? Even for a final smash, it has little start up, and no true end lag, (although Marth has that too... I call bull crap on that, he should be hittable if that thing misses, it looks like REAL end lag...)

Anyway, yeah, that final smash is a bit too powerful, even for a final smash... Supernova is alright, except on Skyworld... You can't dodge it, since the hit lag when it hits the stage, makes the hit box stay out longer, and... How it's kinda odd when facing... I can't remember which way, but the sun goes in front of the screen, rather then into the background... See if this can be fixed.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hackingstar on June 24, 2011, 04:00:39 PM
i just thought of something for back air

http://www.youtube.com/watch?v=7s1VyV3OP4Q
(invert colors with Magnifier if you want)

2:39

BUT. i thought of a custom way of that animation.

ok here's my vision of it. as he's about to do his back air, he spin turns around and does that slash. not a spinning slash no. just a turn and slash move...so how does this sound?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Tasty Pumpkin Clock on June 25, 2011, 06:37:21 AM
PK Cross never hits, not even in 4vs4, that move is discarded. On the other hand, Heartless Angel can hit, stop thinking about 40%, not gonna happen, no one wants it that way... Tt's fine as it is 'cause it has potent KO power, imo.
Well... I guess PK Flash could hit Ganon trying to recover... But as I said before, what doesn't? XD

But I still say 30% damage is fine for Heartless Angel, since the move hits the whole stage, and honestly... It does have a chance to hit in some stages, and situations, plus... 40% damage... That's as much as a darn final smash...

Speaking of final smashes, is it just me? Or is the low damage % meteor actually a lot more broken then Supernova? Even for a final smash, it has little start up, and no true end lag, (although Marth has that too... I call bull crap on that, he should be hittable if that thing misses, it looks like REAL end lag...)

Anyway, yeah, that final smash is a bit too powerful, even for a final smash... Supernova is alright, except on Skyworld... You can't dodge it, since the hit lag when it hits the stage, makes the hit box stay out longer, and... How it's kinda odd when facing... I can't remember which way, but the sun goes in front of the screen, rather then into the background... See if this can be fixed.

Yeah I suppose. You have to aim PK Cross... 30% is fine.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: lightning29 on June 25, 2011, 07:00:56 AM
could octoslash look more how it does in dissidia? with the purple slash animations after each swing


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Tasty Pumpkin Clock on June 25, 2011, 07:04:05 AM
You can change the color of the slash trail. But a different one for another attack sounds kind of... time consuming and not really worthwhile.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: lightning29 on June 25, 2011, 11:10:35 AM
You can change the color of the slash trail. But a different one for another attack sounds kind of... time consuming and not really worthwhile.

lol true i was just thinking about how it looks and it would look better if it could look like how it does on dissidia


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hackingstar on June 25, 2011, 11:26:40 AM
yeah i noticed, in dissidia, he does 5 slashes in octaslash. this sephiroth psa does only 4 slashes in octaslash did anyone else notice that?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Albafika on June 25, 2011, 03:16:42 PM
I remember this was spoken about EARLIER on this thread, and it was decided that for the final version, some recolours could be made, including purple, since, back then, there were being released two versions at the time, one being purple, and the other being gray. Just ba patient, guys.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: lightning29 on June 25, 2011, 03:56:05 PM
I remember this was spoken about EARLIER on this thread, and it was decided that for the final version, some recolours could be made, including purple, since, back then, there were being released two versions at the time, one being purple, and the other being gray. Just ba patient, guys.

oh aight i didn't even know


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Albafika on June 25, 2011, 03:59:16 PM
oh aight i didn't even know

I know, by EARLIER I meant in the first 20 pages, which was a long time ago. XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: lightning29 on June 25, 2011, 09:22:10 PM
I know, by EARLIER I meant in the first 20 pages, which was a long time ago. XD

oh lol damn yeah i wasn't even a member back then


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Tasty Pumpkin Clock on June 26, 2011, 04:12:45 AM
yeah i noticed, in dissidia, he does 5 slashes in octaslash. this sephiroth psa does only 4 slashes in octaslash did anyone else notice that?

We're using the original Octaslash from Kingdom Hearts 2.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hackingstar on June 26, 2011, 11:48:38 AM
nevermind.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 - Who cares about Dante?
Post by: DrKoala on June 26, 2011, 01:43:14 PM
Soo... I guess I'll just give a bit of feedback, though, it isn't that much... but I guess a lot was already said, so it's alright.

Aerial Side B - LOVE this move, though I have no idea what the hell it's even based off. But just one thing... maybe add some sort of effect to Sephiroth while he's "dashing"? I don't know, it just seems a bit graphically odd to me at the moment.

Down Throw - I like the concept of this, but I think it needs a few more tweaks to the animations.

Back Throw - ...That animation is just dumb. I don't care how, just fix it.
That, and knockback for it just seems to be too strong.

This point is a bit minor, but... his walking speed just doesn't seem to fit his animation. Maybe slow him down a bit more, so that it fits?


...
So, yeah, these are my thoughts on this. This is definately, like, a vast improvement over the previous version, and he already does feel quite a bit like an actual Brawl character, but there are still some details that need to be fixed.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Tasty Pumpkin Clock on June 26, 2011, 04:21:49 PM
^

Aerial Side B: Can you make the opponent freeze for a short moment before the hits start?

Down Throw: I kind of liked the old one... it was good for "nerfing" was it called? When you catch them trying to recover and throw them down. But this one is good too.

Change the back throw animation: I've said this too, and same for Fair. CHANGE.

Slow Walking Speed: I've said this a few times as well...


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: _Data_Drain_ on June 26, 2011, 04:27:53 PM
Alright, to elaborate on what Cal said.
http://www.youtube.com/watch?v=YuHs9kNedkw
Look at 0:46 or 0:45, that's Oblivion, There a little bit of slash effects on the foe, when they get hit, also, Sephiroth Does the whole animation... Even if he misses, so he has a lot of end lag on it when it misses, thus leaving him WIDE open, You could also put the sword trail on his sword during the move, since he has it in Dissidia...

One more thing about that move, as I said before, it's hit box is too tall, you can hit foes without touching them if they are below you... Make it to where he HAS to pass them to hit.

The throw animations... Alright, I agree, while I won't be as harsh, the animations could use some work on those two throws, down throw... I love the idea behind that one, it's very good, it just needs some fixes, like... I feel that Sephiroth should maybe face the screen? Since the foe faces the screen too.

Back throw... Well, I think the slash should be done faster, and a horizontal slice, kinda like Meta Knight's back throw, I just thought if something... Maybe it could look like the third slash of Reaper? It's shown at 0:37 in that video... Heck, maybe that can be the throw, he turns around, and throws them?

And yeah, he walks too fast, he needs to slowly creep up on the foe, his animation suggests he's going pretty slow when he walks.

Down Throw: I kind of liked the old one... it was good for "nerfing" was it called? When you catch them trying to recover and throw them down. But this one is good too.

Change the back throw animation: I've said this too, and same for Fair. CHANGE.

Yeah but, the old down throw was kinda broken... You could catch them out of the air, and kill them at low percentage... Personally, I'm kinda glad it's changed.

And yeah, forward air should be changed to the chase mode brave attack, it would still work the same, but look more in character.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Albafika on June 26, 2011, 05:16:23 PM
[Side-B]Oponent freezing may be a problem, it is great as it is at this moment, it just needs a hitbox fix.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Tasty Pumpkin Clock on June 26, 2011, 05:33:37 PM
But it would be more like the move. They freeze for a second or two and then all the hits come in. Why would that be a problem?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: _Data_Drain_ on June 26, 2011, 06:48:02 PM
But it would be more like the move. They freeze for a second or two and then all the hits come in. Why would that be a problem?
Probably coding, see, it might not be so easy to code that in there...


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Tasty Pumpkin Clock on June 26, 2011, 06:53:54 PM
How about they slow down for a moment? Or something... isn't there anything that can render them helpless (and still) for a moment? And is easy to do?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: _Data_Drain_ on June 26, 2011, 06:55:54 PM
How about they slow down for a moment? Or something... isn't there anything that can render them helpless (and still) for a moment? And is easy to do?
But that would be ridiculous... For a final smash, or something like Cloud's Omni Slash V5, slowing time down is one thing, but it's another for a spammable attack.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Tasty Pumpkin Clock on June 26, 2011, 07:04:47 PM
He goes into a helpless fall right? So he couldn't attack after, and it would only last like a second or two.

Nevermind. But still it would only last a second, just to make the attack look more authentic, but it wouldn't actually affect anything.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Albafika on June 26, 2011, 10:41:06 PM
He goes into a helpless fall right? So he couldn't attack after, and it would only last like a second or two.

Nevermind. But still it would only last a second, just to make the attack look more authentic, but it wouldn't actually affect anything.

But that would be ridiculous... For a final smash, or something like Cloud's Omni Slash V5, slowing time down is one thing, but it's another for a spammable attack.
^ This, and, I don't want the game to freeze all the players in-game for a second everytime thatattack is used. Drop it, it can't be done.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Thundaga_T2 on June 26, 2011, 11:28:59 PM
Um... i have some questions, what happens if you try to block his aerial forward special? do the hitboxes still come out and you block them? How much shield damage does it do (how much it shrinks the shield)? And does it effect how far he travels with it?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Tasty Pumpkin Clock on June 26, 2011, 11:40:10 PM
^ This, and, I don't want the game to freeze all the players in-game for a second everytime thatattack is used. Drop it, it can't be done.

No, no, no not all players, just the one he goes through, if he goes through. To make it look like the attack.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Puraidou on June 27, 2011, 03:54:21 AM
Drop it, it can't be done.
Sounds rather [censored]y the way you said that dude. I could tell he only meant the one being attacked and hit by it and it's not just about you, you're not alone. I for one wouldn't mind if this gets in and freezes the one being hit, gives me a more real Sephiroth feeling.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: _Data_Drain_ on June 27, 2011, 04:03:45 AM
Sounds rather [censored]y the way you said that dude. I could tell he only meant the one being attacked and hit by it and it's not just about you, you're not alone. I for one wouldn't mind if this gets in and freezes the one being hit, gives me a more real Sephiroth feeling.
But it likely CAN'T be done, you could increase the hit lag, but... That would likely be easy to DI out of... Or... Wait... Oh dear... You know? It might be possible... Since Zelda has the thunder kick... With a lot of hit lag... Is there a value that controls hit lag, and can make it hard to DI out of?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Puraidou on June 27, 2011, 04:08:35 AM
But it likely CAN'T be done, you could increase the hit lag, but... That would likely be easy to DI out of... Or... Wait... Oh dear... You know? It might be possible... Since Zelda has the thunder kick... With a lot of hit lag... Is there a value that controls hit lag, and can make it hard to DI out of?
Oh yeah, her kick delays like crazy. Kinda like Captain Falcon's knee but her's is longer. But i have no idea if something controls it or how high it can go if there is. o.o'

Also, gonna read back some feedback given here. I played Sephi last night again and i wanna see if i don't repeat stuff XD





Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: _Data_Drain_ on June 27, 2011, 04:14:28 AM
Oh yeah, her kick delays like crazy. Kinda like Captain Falcon's knee but her's is longer. But i have no idea if something controls it or how high it can go if there is. o.o'

Also, gonna read back some feedback given here. I played Sephi last night again and i wanna see if i don't repeat stuff XD
Quite a lot has already been said... Man though, I just hope Hollow sees this latest idea though... Increasing the hit lag might indeed work... But it would need to be less then Zelda's, or Falcon's, but enough to be like it is in Dissidia.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Puraidou on June 27, 2011, 04:16:52 AM
> Fsmash's animation, after the attack, when he's getting back to Wait1, he kinda floats, same with Octaslash.

>Octaslash (Fsmash) needs to have a longer charge time, add 1:30 seconds to it, at least... It comes out too fast and its got too much power.

>Back Throw looks a bit odd, dunno what, exactly...

>I see you fixed the Grab dashing, nice! But, a new dash appeared. Side B kinda dashes, he should stand still, and the attack is a bit strong, perhaps lower it to 12 damage? It's doing 19-21 and it's easy to land.

>Down B: Can't the effects go in the direction this gun's pointing? ([url]http://www.istockphoto.com/file_thumbview_approve/13956040/1/13956040-aiming-diagonally-down.jpg[/url]), it'd look AWESOME this way, and very similar to Dissidia's.

>Ftilt is fast enough, in my opinion. It's good as it is.

>Down Smash's hitbox, can you adjust it so it doesn't hits on Sephiroth's back? It's kinda odd having Sephiroth's coat harming people. XD

>Heaven's Light goes way too high, the original idea was for it to have more horizontal range but a bit less vertical range than Marth, also, he should go Up slow, but fast, I'm sorry this wasn't pointed out, I totally forgot about it.

>AoD's got it right with Up Smash, it's just adjusting the animation a bit.

>Down Throw: I think instead of having knockback, it should lay the opponent down as Snake's Down Throw does.

This is totally awesome, really near completion, I'm really impressed and hyped. Great job, Hollow! T_T
My turn...

Pretty much everything Wolfric said is true, but maybe making Octoslash have as much end lag as it used to would fix the balance problems with it, after all, it does take 1 in a half second to use... Now on to new things.

Up air's landing, after using side B, the animation bugs out big time... Here, let this picture tell you what I mean.
([url]http://i956.photobucket.com/albums/ae41/_Data_Drain_/al_110623_1651binout.jpg[/url])
It's some landing animation, not just that one, but there's a landing animation that does that... See if you can fix it.

His dash turning animation... You can actually cancel it into smash attacks, and to a turning smash attack... Take this how ever you want, I'm not sure if this is broken.

Oblivion's hit box is too big, it should only work if Sephiroth passes through you, I was above Meta Knight, and it hit him... Plus, he needs to stay still after it hits, or misses, like in Dissidia.

I fully agree with Wolfric with the down throw, it needs to make the foe lay down, like after Snake's down throw, it also has a LOT of base knock back... It looks unrealistic... Also... Is there anyway to make him not go through the ceiling? Like Kirby, or Meta Knight's up throw?

Back throw... The animation seems odd, he's hitting them downward, but they go flying upward... It just seems odd.

I still say Hell's Gate needs start up lag... There are times when you can actually spike the foe, without dieing with it... But then again, it is pretty hard to do though, but it's doable, since the spike collision is on all of the blade.

Godspeed could use a bit of end lag to be honest.

Now I do not know how the heck I did this, but I swear I got Octoslash to work without charging... I think, just make sure there's no way he can do it without fully charging forward smash.

...Until I find more, I hope this helps out, it's pretty close to being finished. :)

Edit: Hey, you took my suggestion for a that FFVII win pose... Nice!

It's a bit faster then it was in the game, but it's a very nice victory pose.
Oh, AoD, Heartless Angel could do about 30% damage, that would be perfect, since it's powerful, without being Final Smash like.
This pretty much said my thoughts.. XD
I had the glitch as well, kinda annoying to get v_v



Soo... I guess I'll just give a bit of feedback, though, it isn't that much... but I guess a lot was already said, so it's alright.

Aerial Side B - LOVE this move, though I have no idea what the hell it's even based off. But just one thing... maybe add some sort of effect to Sephiroth while he's "dashing"? I don't know, it just seems a bit graphically odd to me at the moment.

Down Throw - I like the concept of this, but I think it needs a few more tweaks to the animations.

Back Throw - ...That animation is just dumb. I don't care how, just fix it.
That, and knockback for it just seems to be too strong.

This point is a bit minor, but... his walking speed just doesn't seem to fit his animation. Maybe slow him down a bit more, so that it fits?


...
So, yeah, these are my thoughts on this. This is definately, like, a vast improvement over the previous version, and he already does feel quite a bit like an actual Brawl character, but there are still some details that need to be fixed.
Alright, to elaborate on what Cal said.
[url]http://www.youtube.com/watch?v=YuHs9kNedkw[/url]
Look at 0:46 or 0:45, that's Oblivion, There a little bit of slash effects on the foe, when they get hit, also, Sephiroth Does the whole animation... Even if he misses, so he has a lot of end lag on it when it misses, thus leaving him WIDE open, You could also put the sword trail on his sword during the move, since he has it in Dissidia...

One more thing about that move, as I said before, it's hit box is too tall, you can hit foes without touching them if they are below you... Make it to where he HAS to pass them to hit.

The throw animations... Alright, I agree, while I won't be as harsh, the animations could use some work on those two throws, down throw... I love the idea behind that one, it's very good, it just needs some fixes, like... I feel that Sephiroth should maybe face the screen? Since the foe faces the screen too.

Back throw... Well, I think the slash should be done faster, and a horizontal slice, kinda like Meta Knight's back throw, I just thought if something... Maybe it could look like the third slash of Reaper? It's shown at 0:37 in that video... Heck, maybe that can be the throw, he turns around, and throws them?

And yeah, he walks too fast, he needs to slowly creep up on the foe, his animation suggests he's going pretty slow when he walks.
Yeah but, the old down throw was kinda broken... You could catch them out of the air, and kill them at low percentage... Personally, I'm kinda glad it's changed.

And yeah, forward air should be changed to the chase mode brave attack, it would still work the same, but look more in character.
And this is pretty much my idea for animations as well xD


God now i feel useless for testing XD



Quite a lot has already been said... Man though, I just hope Hollow sees this latest idea though... Increasing the hit lag might indeed work... But it would need to be less then Zelda's, or Falcon's, but enough to be like it is in Dissidia.
Yeah, i hope he does. It does give a bit more Sephiroth feeling to the moveset. It has a lot of Sephi feel, but this would just make it even more.

God i wish we could just import Sephi from Dissidia with everything with him. Pure win that would be XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hollow on June 27, 2011, 02:25:36 PM
So, how is this going to work?

He dashes, the opponent is hit with lots of lag, then the slashes come? I don't know....hitlag stops both people, not just the one being hit, and since the initial attack would be very strong, a hitlag flag wouldn't do much either. But I suppose that would be better then nothing.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Albafika on June 27, 2011, 02:27:43 PM
No, no, no not all players, just the one he goes through, if he goes through. To make it look like the attack.
Sounds rather [censored]y the way you said that dude. I could tell he only meant the one being attacked and hit by it and it's not just about you, you're not alone. I for one wouldn't mind if this gets in and freezes the one being hit, gives me a more real Sephiroth feeling.

The problem is, as Data mentioned in the post I quoted, so far, it's not possible to only freeze a single character, instead, it'd freeze them all. Using hitlag might work, but I'm not too sure about it.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Tasty Pumpkin Clock on June 27, 2011, 02:29:03 PM
The fact that it makes both characters lag actually makes it work better since that attack is supposed to have lots of end lag anyway.

The problem is, as Data mentioned in the post I quoted, so far, it's not possible to only freeze a single character, instead, it'd freeze them all. Using hitlag might work, but I'm not too sure about it.

Haven't you read the last posts?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Albafika on June 27, 2011, 02:30:39 PM
As long as a third person is unnaffected by lag, I'd love this.

I wasn't trying to sound [censored]y, and I'm not giving feedback for my own and only likings, Pride, I was just stating it wasn't possible, 'cause if it was, Sdo0m would have done it with Cloud's Omnislash, but, instead, it freezes all the players.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: OmegaMalkior on June 27, 2011, 02:32:38 PM
The problem is, as Data mentioned in the post I quoted, so far, it's not possible to only freeze a single character, instead, it'd freeze them all. Using hitlag might work, but I'm not too sure about it.
Why not use Hit-stun? :X


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Albafika on June 27, 2011, 02:35:21 PM
Why not use Hit-stun? :X

I'm not sure, but, I'm pretty sure if hitstun were to work exactly as intended, Sdo0m would have used it on his Omnislash. ._. But, let's see how it goes, and either way, I don't feel like it's so important to have this, but it'd be nice, it'd feel more like the attack.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hackingstar on June 27, 2011, 02:37:04 PM
(i'm speaking sorta out of topic here and not) ok so here's what is possibly gonna be decided for the remaining moves

Fair
(http://www.gifninja.com/animatedgifs/72883/sephy.gif)

Nair
(http://www.gifninja.com/animatedgifs/72894/sephy.gif)

Bair (my idea)
http://www.youtube.com/watch?v=7s1VyV3OP4Q
(invert colors with Magnifier if you want)

2:39

BUT. i thought of a custom way of that animation.

ok here's my vision of it. as he's about to do his back air, he spin turns around and does that slash. not a spinning slash no. just a turn slash move...so how does this sound?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Tasty Pumpkin Clock on June 27, 2011, 02:55:46 PM
These could work.

And here's hoping that the hitstun or hitlag or whichever works.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Puraidou on June 27, 2011, 03:44:40 PM
I wasn't trying to sound [censored]y, and I'm not giving feedback for my own and only likings, Pride, I was just stating it wasn't possible, 'cause if it was, Sdo0m would have done it with Cloud's Omnislash, but, instead, it freezes all the players.
I know, i just noted that it just sounded like it. No harm done on my side :)

Here's hoping for the hitlag to work xD


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: madkool on June 27, 2011, 09:06:34 PM
I saw it mentioned earlier to make Heartless Angel (neutral Air B) do more damage. I disagree, I think it should only be slightly faster, seeing as it only has true use in games of 3+ people where it can go uninterrupted more easily.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Tasty Pumpkin Clock on June 27, 2011, 09:12:15 PM
But that's not how the attack works...


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: _Data_Drain_ on June 27, 2011, 09:12:33 PM
I saw it mentioned earlier to make Heartless Angel (neutral Air B) do more damage. I disagree, I think it should only be slightly faster, seeing as it only has true use in games of 3+ people where it can go uninterrupted more easily.
I disagree, Heartless Angel is as fast as it was in KH2, which is faster the it was in Dissidia, I think it's use would be to kinda mess with those who are trying to recover honestly, make them a bit more hesitant to get on the stage, that's how I feel anyway... And there is something I never thought of in balance for Sephiroth... How does he play in team battle mode? Heartless Angel would be more useful in that mode, even with friendly fire on, as a matter of fact... He would be a damn good team player I think.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: madkool on June 27, 2011, 09:18:26 PM
I disagree, Heartless Angel is as fast as it was in KH2, which is faster the it was in Dissidia, I think it's use would be to kinda mess with those who are trying to recover honestly, make them a bit more hesitant to get on the stage, that's how I feel anyway... And there is something I never thought of in balance for Sephiroth... How does he play in team battle mode? Heartless Angel would be more useful in that mode, even with friendly fire on, as a matter of fact... He would be a damn good team player I think.

It has to be timed very perfectly upon recovery in single player. It's kind of ridiculous to get it off in a 1 v 1 fight without being knocked in the air or just having the person jump over it before the release (or if you're knocked very high in the air and just push B, hoping the opponent doesn't realize you're casting).

I'm also pretty sure you're immune if you're hanging on the edge? (I would need to recheck to be sure though).

He's too good in team battles lol. It's mostly because if there's more than one sephiroth, dodging those heartless angels gets really annoying xp


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: _Data_Drain_ on June 27, 2011, 09:21:50 PM
It has to be timed very perfectly upon recovery in single player. It's kind of ridiculous to get it off in a 1 v 1 fight without being knocked in the air or just having the person jump over it before the release (or if you're knocked very high in the air and just push B, hoping the opponent doesn't realize you're casting).

I'm also pretty sure you're immune if you're hanging on the edge? (I would need to recheck to be sure though).

He's too good in team battles lol. It's mostly because if there's more than one sephiroth, dodging those heartless angels gets really annoying xp
Well but, that's how Heartless Angel is in action games, it's basically a beginner's trap, it's not likely to actually hit... Also, if he's already too good in team battle, then why do you want a speed boost to the move? Heck, in that case, he should have MORE end lag on it, not less.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: madkool on June 27, 2011, 09:30:09 PM
Well but, that's how Heartless Angel is in action games, it's basically a beginner's trap, it's not likely to actually hit... Also, if he's already too good in team battle, then why do you want a speed boost to the move? Heck, in that case, he should have MORE end lag on it, not less.

I kind of think of it like zelda's side b, it's meant to catch people off guard in team mode, but it's usually useless in a 1 v 1 fight. Not really something you want to aim toward. I don't think Heartless angel should just be spammed in team battle, since it gets so annoying and then never used in a 1 v 1 fight, just seems like it's too geared toward team play.

I guess my suggestion would be reduce the wait time and possibly decrease the damage to make it more even.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Thundaga_T2 on June 27, 2011, 09:40:50 PM
I kind of think of it like zelda's side b, it's meant to catch people off guard in team mode, but it's usually useless in a 1 v 1 fight. Not really something you want to aim toward. I don't think Heartless angel should just be spammed in team battle, since it gets so annoying and then never used in a 1 v 1 fight, just seems like it's too geared toward team play. I guess my suggestion would be reduce the wait time and possibly decrease the damage to make it more even.
But Heartless Angel is supposed to do a huge amount of damage but with an extremely long casting time, thats the point of the move. Its also not supposed to kill at all. But i guess since this is Smash Bros, it could be changed, i mean after all, Jigglypuff's Rest attack doesnt heal it. And Ike's Aether attack doesnt have a shockwave upon landing (to name a few attacks that have been changed from their original iterations)


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Tasty Pumpkin Clock on June 27, 2011, 09:44:28 PM
^ That.

You're missing the entire point of the move. It's not supposed to be balanced that way.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: _Data_Drain_ on June 27, 2011, 09:49:47 PM
I kind of think of it like zelda's side b, it's meant to catch people off guard in team mode, but it's usually useless in a 1 v 1 fight. Not really something you want to aim toward. I don't think Heartless angel should just be spammed in team battle, since it gets so annoying and then never used in a 1 v 1 fight, just seems like it's too geared toward team play.

I guess my suggestion would be reduce the wait time and possibly decrease the damage to make it more even.
Even still, I don't think Heartless Angel should be changed, other then for damage, it should if anything, have more ending lag on casting, if what you said was true about it being too good for Team Battle... Why should it be changed into a somewhat less slow, but weaker move? If anything, it should have more end lag, and more power...

Heartless Angel, wasn't a killing move in FFVII, but it could instakill in KH2 (at least I heard it was, but who doesn't use last chance?) So... I think the one we have now is a good medium to both versions.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Albafika on June 27, 2011, 09:51:06 PM
Even still, I don't think Heartless Angel should be changed, other then for damage, it should if anything, have more ending lag on casting, if what you said was true about it being too good for Team Battle... Why should it be changed into a somewhat less slow, but weaker move? If anything, it should have more end lag, and more power...

Heartless Angel, wasn't a killing move in FFVII, but it could instakill in KH2, so... I think the one we have now is a good medium to both versions.
^ This, totally. Anything is fine other than making it faster.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: madkool on June 27, 2011, 09:55:59 PM
Even still, I don't think Heartless Angel should be changed, other then for damage, it should if anything, have more ending lag on casting, if what you said was true about it being too good for Team Battle... Why should it be changed into a somewhat less slow, but weaker move? If anything, it should have more end lag, and more power...

Heartless Angel, wasn't a killing move in FFVII, but it could instakill in KH2 (at least I heard it was, but who doesn't use last chance?) So... I think the one we have now is a good medium to both versions.

When he was attacked in those games, would the casting cancel?

My complaint is that it's nearly impossible to use in a 1 v 1 battle. I don't think it should be fast, but currently it's next to useless unless you're in a team fight. It doesn't necessarily have to be exactly like it was in the games, but I do understand where you're coming from.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Thundaga_T2 on June 27, 2011, 10:00:59 PM
When he was attacked in those games, would the casting cancel? My complaint is that it's nearly impossible to use in a 1 v 1 battle. I don't think it should be fast, but currently it's next to useless unless you're in a team fight. It doesn't necessarily have to be exactly like it was in the games, but I do understand where you're coming from.
Yes, attacking him cancels the casting in those games. Although in KH (dunno about KH2) you have to hit him within a certain time window, otherwise it will not cancel. In FF7 though, there is no way to stop it, at least i dont think there is. Heartless Angel is just supposed to leave the target in critical condtion, and not kill. Ive never played KH2, but im pretty sure it cannot kill in any game its in.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Albafika on June 27, 2011, 10:01:22 PM
Not every attack needs to be strong for 1 vs 1. (Both Ness and Lucas' Charing Neutral B aren't what you'd call viable. Only Lucas is NEAR that. ness' is more impossible than Sephiroth's Heartless Angel)


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: _Data_Drain_ on June 27, 2011, 10:03:12 PM
When he was attacked in those games, would the casting cancel?
As a matter of fact, yes, it does, that's the only way to stop the move in KH2.

My complaint is that it's nearly impossible to use in a 1 v 1 battle. I don't think it should be fast, but currently it's next to useless unless you're in a team fight. It doesn't necessarily have to be exactly like it was in the games, but I do understand where you're coming from.
Well, but think about this, how often do you use Ganondorf's up tilt? How often does Ganondorf's Warlock Punch hit? Same thing here, except it adds a bit of pressure on bigger stages, since it can hit the whole stage, your opponent has to jump, or suffer a powerful move... Although I wonder something... if it had more end lag like I suggested...

Maybe it could have that kind of restriction his Side B in the air has? He can use A button moves, but can't recover, or use anymore B button attacks until he lands?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Thundaga_T2 on June 27, 2011, 10:04:52 PM
As a matter of fact, yes, it does, that's the only way to stop the move in KH2. Well, but think about this, how often do you use Ganondorf's up tilt? How often does Ganondorf's Warlock Punch hit? Same thing here, except it adds a bit of pressure on bigger stages, since it can hit the whole stage, your opponent has to jump, or suffer a powerful move... Although I wonder something... if it had more end lag like I suggested... Maybe it could have that kind of restriction his Side B in the air has? He can use A button moves, but can't recover, or use anymore B button attacks until he lands?
^This, i was gonna say that too lol


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: madkool on June 27, 2011, 10:08:23 PM
As a matter of fact, yes, it does, that's the only way to stop the move in KH2.
Well, but think about this, how often do you use Ganondorf's up tilt? How often does Ganondorf's Warlock Punch hit? Same thing here, except it adds a bit of pressure on bigger stages, since it can hit the whole stage, your opponent has to jump, or suffer a powerful move... Although I wonder something... if it had more end lag like I suggested...

Maybe it could have that kind of restriction his Side B in the air has? He can use A button moves, but can't recover, or use anymore B button attacks until he lands?

I like the time window idea Thundaga mentioned was in KH . (It can only be  broken in a certain time window).

Ganondorf is probably one of the worst characters in Brawl n-n I don't ever hit with most of his moves. (Not that I main him, but yah >>; )

I guess I wouldn't mind the lag if it was possible to cancel? I don't know, as is, it seems useless and detrimental in a fight.

Cloudy: I don't think it should be stronger in 1 v 1, just more viable.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Albafika on June 27, 2011, 10:13:23 PM
All of Sephiroth's movesetis way too viable, we could use a single attack not-so-viable yet strong, in my opinion.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: madkool on June 27, 2011, 10:17:40 PM
All of Sephiroth's movesetis way too viable, we could use a single attack not-so-viable yet strong, in my opinion.

Most of his moves have severe lag, which balances his power/range. I don't think his move-set is already too viable; I would disagree.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: _Data_Drain_ on June 27, 2011, 10:19:07 PM
All of Sephiroth's movesetis way too viable, we could use a single attack not-so-viable yet strong, in my opinion.
Yeah, his sword play alone if masterfully used can keep some characters at bay. His magic makes it easier to make the foe mess up, thus punish them.

He has magic, and sword play for a lot of situations... So having a few that aren't used often... Isn't such a bad thing.

And one more thing I would like to point out, Heartless Angel in both KH games, don't hit a good player at all. :P


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: lightning29 on June 28, 2011, 12:06:40 AM
aye can someone show me exactly what heartless angel looks like? i completely forgot


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: madkool on June 28, 2011, 12:26:56 AM
aye can someone show me exactly what heartless angel looks like? i completely forgot

It's on the first post?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hollow on June 28, 2011, 07:01:42 AM
I realized something. Who's AI should be administered? Obviouslly, Marth's doesn't work.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: _Data_Drain_ on June 28, 2011, 07:04:53 AM
I realized something. Who's AI should be administered? Obviouslly, Marth's doesn't work.
I feel we should focus on finishing him before changing his AI.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Albafika on June 28, 2011, 07:05:33 AM
I realized something. Who's AI should be administered? Obviouslly, Marth's doesn't work.
So far, Marth's AI is working fine for me, but I'll think about one.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Puraidou on June 28, 2011, 07:06:55 AM
Marth's for now, focus on finishing the hack itself first :)

(Cloudy, might wanna fix your color code there)


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Tasty Pumpkin Clock on June 28, 2011, 09:05:52 AM
Marth's AI is fine at the moment... in fact it's been fine so far anyway.

I kind of wish that when facing Marth on another slot the effects wouldn't mess up... is there a way to fix that?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Puraidou on June 28, 2011, 10:37:22 AM
@AoD: it's the GFX set, it can only load one of the same char at a time...


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Tasty Pumpkin Clock on June 28, 2011, 10:51:00 AM
But it loads both... but in the wrong order. Sephiroths slash would be a wing or something.
Or the other Marth's would. I don't remember, but they're all there... they're just messed up.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Puraidou on June 28, 2011, 01:38:36 PM
But it loads both... but in the wrong order. Sephiroths slash would be a wing or something.
Or the other Marth's would. I don't remember, but they're all there... they're just messed up.
It's funny with Sephi vs Ichigo.

I had the slash effect of Ichigo as Sephiroth's wing and vice versa. But the wings stay on the stage.. which is ugly xD


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Albafika on June 28, 2011, 02:01:38 PM
It's funny with Sephi vs Ichigo.

I had the slash effect of Ichigo as Sephiroth's wing and vice versa. But the wings stay on the stage.. which is ugly xD
Really? I know the win stays and fades after a while when using Marth's NB, doesn't it happens the same way with Ichigo? If not, I'd like to try. XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Puraidou on June 28, 2011, 02:30:43 PM
Really? I know the win stays and fades after a while when using Marth's NB, doesn't it happens the same way with Ichigo? If not, I'd like to try. XD
Sephi's wing stays on the ground after the NB slash (yeah i had that xD) till you either end or win/lose the match, it doesn't cause lagg or anything either. It just sits there XD
(Fix'd your color again xD)


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Tasty Pumpkin Clock on June 28, 2011, 02:58:10 PM
Mhm... is this fixable?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Albafika on June 28, 2011, 03:00:25 PM
Sephi's wing stays on the ground after the NB slash (yeah i had that xD) till you either end or win/lose the match, it doesn't cause lagg or anything either. It just sits there XD
(Fix'd your color again xD)
Lmao, I have to try it, since with Marth, they'd leave after a while. xD (And thanks. <.<;)

Mhm... is this fixable?
Sadly, it's a problem with the .RELs, nothing we can do about it, let's just hope Dantarion or PW solve it. :)


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Puraidou on June 28, 2011, 03:04:09 PM
Lmao, I have to try it, since with Marth, they'd leave after a while. xD (And thanks. <.<; )
Haha yeah you should, i had Ichigo over Yoshi so try that as well. It's worth the trouble if you get to laugh your ass off later xD
And no problem xP


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Albafika on June 28, 2011, 05:08:16 PM
i made a custom animation b-air for sephiroth. do ya want to see it and give your opinion? (it's not exactly the best but idk)

here:

[url]http://www.youtube.com/watch?v=ihFKkmPjcpk[/url]

so how does it look?  :-\
I only see Cloud jumping and then pausing. ._.;


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hackingstar on June 28, 2011, 05:45:16 PM
what the heck...i'll try another vid.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Tasty Pumpkin Clock on June 28, 2011, 05:53:30 PM
Didn't you watch the video before you posted it...?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hackingstar on June 28, 2011, 05:55:41 PM
that aside please (sadly i'm stupid). i'm giving it another go (uploading another vid of it)

*EDIT* how does my animation look? (i'm terrible i know)

http://www.youtube.com/watch?v=ZNYZTgolMqw


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Tasty Pumpkin Clock on June 28, 2011, 06:01:41 PM
Not bad


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hackingstar on June 28, 2011, 06:02:58 PM
yay good review...anybody else?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: _Data_Drain_ on June 28, 2011, 06:06:55 PM
yay good review...anybody else?
Now it's my turn... Well, it seems... Stiff. It would need some work honestly.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hackingstar on June 28, 2011, 06:07:38 PM
i agree. i'll change it up soon.

*EDIT* *quagmire* alright. time to test out my animation then video it and upload it to get your opinions

here it is:

http://www.youtube.com/watch?v=08lKZGU9wWc

so what do you think? anyone?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: _Data_Drain_ on June 28, 2011, 08:27:02 PM
i agree. i'll change it up soon.

*EDIT* *quagmire* alright. time to test out my animation then video it and upload it to get your opinions

here it is:

[url]http://www.youtube.com/watch?v=08lKZGU9wWc[/url]

so what do you think? anyone?

It's still very stiff, and kinda robotic, try to see if you can make his body move more as he does the slash.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hollow on June 28, 2011, 09:15:16 PM
I'll do it. From the video, I have the general idea.

I haven't had much time to work at all, being that I'm grounded from the computer for reasons that I won't tell you but you'll wonder about them now that you're reading this. I'm so good at that.

Anyway, I have a question about riivolution. Can I use it and Gecko? Or will the two coflict?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hackingstar on June 28, 2011, 09:18:54 PM
uh hollow what do you mean by that? and yay at least i gave you an idea.  :af:


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: _Data_Drain_ on June 28, 2011, 09:25:18 PM
I haven't had much time to work at all, being that I'm grounded from the computer for reasons that I won't tell you but you'll wonder about them now that you're reading this. I'm so good at that.
Looking at stuff you shouldn't look at? :P


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hollow on June 28, 2011, 09:26:31 PM
Looking at stuff you shouldn't look at? :P

Slightly more stupid than that, but I'll leave you wondering, like I like.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hackingstar on June 28, 2011, 09:29:19 PM
anyways hollow good luck with my animation idea oh btw which i got from this vid

http://www.youtube.com/watch?v=7s1VyV3OP4Q

2:39



Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hollow on June 28, 2011, 09:44:47 PM
Hey. I just had a cool idea. You know how in some games you can smash someone into a wall, and they'll leave a crack in it or something? I can make Sephy leave a crack. And everyone else.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Hackingstar on June 28, 2011, 09:47:31 PM
Hey. I just had a cool idea. You know how in some games you can smash someone into a wall, and they'll leave a crack in it or something? I can make Sephy leave a crack. And everyone else.

:O. good luck with that :af:


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Tasty Pumpkin Clock on June 28, 2011, 09:58:08 PM
... meh... it would seem kind of off if only Sephiroth left a crack... like with the Zero psa, his final smash leaves that implant in the ground and it doesn't look good mainly because it's only him that can do it.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: _Data_Drain_ on June 28, 2011, 10:11:32 PM
... meh... it would seem kind of off if only Sephiroth left a crack... like with the Zero psa, his final smash leaves that implant in the ground and it doesn't look good mainly because it's only him that can do it.
Yeah, I'd say you should focus on balance, and animations before new effects.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: SiLeNtDo0m on June 28, 2011, 11:41:14 PM
... meh... it would seem kind of off if only Sephiroth left a crack... like with the Zero psa, his final smash leaves that implant in the ground and it doesn't look good mainly because it's only him that can do it.


That's easy to fix though.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Tasty Pumpkin Clock on June 28, 2011, 11:56:50 PM
?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: SiLeNtDo0m on June 28, 2011, 11:59:18 PM
Removing the crack in the ground is an easy fix.  Just needs Terminate Graphic Effect.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Tasty Pumpkin Clock on June 29, 2011, 12:20:55 AM
It's not in yet, we'll just not put it in.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Tormod on June 29, 2011, 07:21:11 PM
Up air's landing, after using side B, the animation bugs out big time... Here, let this picture tell you what I mean.
([url]http://i956.photobucket.com/albums/ae41/_Data_Drain_/al_110623_1651binout.jpg[/url])
It's some landing animation, not just that one, but there's a landing animation that does that... See if you can fix it.



In my experience, these glitches appear in spots such as landings, jumps and up B's when the motion file is overall too large.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: OGcuddles13 on June 30, 2011, 03:59:00 PM
So are all the Airs (F,B,N) the only things left to work on for sephy?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Tasty Pumpkin Clock on June 30, 2011, 05:55:21 PM
No there's a few more things...


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Tormod on July 01, 2011, 12:30:52 AM
Alrighty guys, it was bothering me that Sephiroth is righthanded like Marth so I figured out a way to fix it (it makes it easier to reference things for animations). I've inverted the model and hexed the data in materials1 so the textures will show up when it's inverted. Now he'll be left handed like he's supposed to be XD and if you wanted you can even make him switch between hands.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: _Data_Drain_ on July 01, 2011, 01:04:27 AM
Alrighty guys, it was bothering me that Sephiroth is righthanded like Marth so I figured out a way to fix it (it makes it easier to reference things for animations). I've inverted the model and hexed the data in materials1 so the textures will show up when it's inverted. Now he'll be left handed like he's supposed to be XD and if you wanted you can even make him switch between hands.
Seriously? If that works good and all that, very nice work. So... This might be asking too much. But can you show a picture of this?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Tormod on July 01, 2011, 01:31:02 AM
Seriously? If that works good and all that, very nice work. So... This might be asking too much. But can you show a picture of this?

(http://img204.imageshack.us/img204/1103/al1107010328binout.jpg)
(http://img405.imageshack.us/img405/5844/al1107010331binout.jpg) (http://imageshack.us/photo/my-images/204/al1107010328binout.jpg/)


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: DivineOverlord on July 01, 2011, 01:33:59 AM
^ hmm somethings looks different about that sephy XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - off topic: Dante preview
Post by: Tasty Pumpkin Clock on July 01, 2011, 01:34:23 AM
Yeah it's ten times more f*cking awesome.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: DivineOverlord on July 01, 2011, 01:35:36 AM
^ where is it from? it looks like an edited motion file.

Edit: nvm I just read that Tormod made it XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: xZedkiel on July 01, 2011, 02:01:31 AM
Tormod I love you... No homo. Now if you can do that for Ike.. *thinks of Ragna PSA* O.O


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: _Data_Drain_ on July 01, 2011, 02:07:19 AM
*Sees pictures*

...

...

Damn, that looks badass, very nice job dude. :D


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: Hollow on July 01, 2011, 06:57:15 AM
Those animations look different.....
But can I have the file?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: Hackingstar on July 01, 2011, 07:03:14 AM
we'll never know how tormod managed to changed the sword position from sephiroth's right hand to left hand.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: Hollow on July 01, 2011, 07:08:22 AM
we'll never know how tormod managed to changed the sword position from sephiroth's right hand to left hand.
Alrighty guys, it was bothering me that Sephiroth is righthanded like Marth so I figured out a way to fix it (it makes it easier to reference things for animations). I've inverted the model and hexed the data in materials1 so the textures will show up when it's inverted. Now he'll be left handed like he's supposed to be XD and if you wanted you can even make him switch between hands.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: Hackingstar on July 01, 2011, 07:10:21 AM
i stand corrected XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: Albafika on July 01, 2011, 08:47:01 AM
I'm interested in the Hand Switching thing, Tormod... Could you make it possible?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: OGcuddles13 on July 01, 2011, 09:58:50 AM
Is there any chance that this hand-switch would affect some of the animations? But i agree, lovin' the idea


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: Tasty Pumpkin Clock on July 01, 2011, 10:24:05 AM
It sounds kind of pointless though.... I mean it would be interesting but it's not really necessary.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: Albafika on July 01, 2011, 10:27:24 AM
It sounds kind of pointless though.... I mean it would be interesting but it's not really necessary.
Sephiroth is left handed, yes, but still, I'd like to use many other Vertexes with the PSA right handed. Say the upcming Genesis for instance?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: Tasty Pumpkin Clock on July 01, 2011, 10:36:26 AM
I don't find many other vertexes work of Sephiroth because his long reach doesn't fit the sword size of other characters.
All my other marth characters are over Rob or Yoshi.

But that's just me...


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: _Data_Drain_ on July 01, 2011, 10:46:02 AM
I don't find many other vertexes work of Sephiroth because his long reach doesn't fit the sword size of other characters.
All my other marth characters are over Rob or Yoshi.

But that's just me...
True, however you can pretty easily port Sephiroth's sword onto any Marth hack. And Genesis might have a long sword version... Maybe. ._.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: Tasty Pumpkin Clock on July 01, 2011, 11:11:13 AM
But then it wouldn't look... normal.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: Aafyre on July 01, 2011, 10:07:59 PM
Sorry if this has been asked already, but where do I place the SFX file for his voice on my SD card?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: Tormod on July 02, 2011, 04:07:37 AM
Tormod I love you... No homo. Now if you can do that for Ike.. *thinks of Ragna PSA* O.O
I'm interested in the Hand Switching thing, Tormod... Could you make it possible?

Yes, this can be done with anyone. I've created a video tutorial on the first post of my thread (http://forums.kc-mm.com/index.php?topic=25673.0) that shows how to do this.


Those animations look different.....
But can I have the file?

It requires the motion file as well as the model, and for Sephiroth it requires FitMarth as well since his wing model is there. I tested it on the current motion file for Sephy but since the YRotN bone has data anchors all throughout a lot of the animations it will need to be edited for it to work. But no worries, when I finish the animations in the motion file he'll be coming to you left handed.

Is there any chance that this hand-switch would affect some of the animations? But i agree, lovin' the idea


It affects the ones that the YRotN bone is rotated, though it's usually not a bad change,  I've explained how to fix it in the tutorial.

Sephiroth is left handed, yes, but still, I'd like to use many other Vertexes with the PSA right handed. Say the upcming Genesis for instance?

You can make this affect anywhere from one slot to all slots, so you can have right handed and left handed on the same character.

I don't find many other vertexes work of Sephiroth because his long reach doesn't fit the sword size of other characters.

Genesis's sword is pretty long though, if it's vertexed to the accurate proportions. In game it would only be a slightly longer hitbox than necessary. I don't think it would feel too far off. On the other hand though, the PSA was designed for Sephiroth, I'd rather have Genesis use a PSA of his own.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: Albafika on July 02, 2011, 07:25:39 AM
Genesis's sword is pretty long though, if it's vertexed to the accurate proportions. In game it would only be a slightly longer hitbox than necessary. I don't think it would feel too far off. On the other hand though, the PSA was designed for Sephiroth, I'd rather have Genesis use a PSA of his own.
Of course, but even then, Genesis would fit on this PSA, considering the wing and stuff. He'd fit more than any other Vertex other than Sephiroth. :P


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: _Data_Drain_ on July 02, 2011, 10:55:06 AM
Genesis's sword is pretty long though, if it's vertexed to the accurate proportions. In game it would only be a slightly longer hitbox than necessary. I don't think it would feel too far off. On the other hand though, the PSA was designed for Sephiroth, I'd rather have Genesis use a PSA of his own.
Well, but Genesis... Well, in this case, he can feel like an extra costume. Somewhat like how in some fighting games, there's a costume that looks just like another character. Genesis could be much like that in this case.

And yeah, heck, Genesis could have two versions, one with his true sword size, and one to match the Sephiroth PSA.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: lightning29 on July 02, 2011, 05:34:33 PM
wait when did genesis have a sword as long as sephiroth's?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: Akiba Red on July 02, 2011, 05:49:52 PM
wait when did genesis have a sword as long as sephiroth's?
No one said he did.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: Psycho Philia on July 03, 2011, 03:09:24 AM
Aafyre: You use Rivolution right? Because if you don't use Riivolution, normally you can't use custom sfx so won't be able to use Sephiroth sfx. If you use Riivolution, from what I read (I don't use Riivolution), you have to put your smashbros_sound.brsar in a folder on your sd card, your sd card should have all these folders. 

\private\wii\app\RSB(X)\pf\sound\

And normally you should place your smashbros_sound.brsar in the sound folder. I hope it will help you.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: Aafyre on July 03, 2011, 09:55:19 AM
Actually, I don't really even know what Rivoloution is :( but thanks for the information anyways.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: _Data_Drain_ on July 03, 2011, 01:24:43 PM
Actually, I don't really even know what Rivoloution is :( but thanks for the information anyways.

Here.
http://rvlution.net/riiv/Main_Page
I believe this can help you out. :)


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: Hackingstar on July 04, 2011, 12:22:35 PM
OP pictures have been "expired".

Also

http://www.youtube.com/watch?v=OhaAbjR4AuA

eh? eh? so?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: DivineOverlord on July 04, 2011, 01:16:05 PM
OP pictures have been "expired".

Also

[url]http://www.youtube.com/watch?v=OhaAbjR4AuA[/url]

eh? eh? so?



The pictures are not expired. My photoucket bandwidth has simply been exceeded. I hope you know what that means. My bandwidth renews tomorrow.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: Hackingstar on July 04, 2011, 01:21:38 PM
ok also DO whaddya think of the custom b-air i made for sephiroth. the move is based off of this vid

http://www.youtube.com/watch?v=7s1VyV3OP4Q

2:39


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: DivineOverlord on July 04, 2011, 01:23:02 PM
isnt that animation you made just marth's back air attack? lol


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: Hackingstar on July 04, 2011, 01:23:27 PM
no, look closer, you'll see the difference

also in my opinion, f-air in this psa should stay. cuz for one reason, look at

http://www.youtube.com/watch?v=7s1VyV3OP4Q

5:30

i think that move looks A LOT like the current f-air in this psa.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: Thundaga_T2 on July 04, 2011, 01:49:49 PM
DO, Hackingstar's Bair animation is a horizontal slash, Marth's Bair is a vertical slash. It is pretty similar, but still good looking.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: Hackingstar on July 04, 2011, 01:51:36 PM
DO, Hackingstar's Bair animation is a horizontal slash, Marth's Bair is a vertical slash. It is pretty similar, but still good looking.

thanks. :)


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: Tasty Pumpkin Clock on July 04, 2011, 06:53:39 PM
I downloaded Sephiroth because I saw it was updated... but it was the old version?
Can someone upload the newest one again? With the aerial specials?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: DivineOverlord on July 04, 2011, 07:10:18 PM
I downloaded Sephiroth because I saw it was updated... but it was the old version?
Can someone upload the newest one again? With the aerial specials?



Oh Hollow hasn't added his changes to the vault. I'm not sure why he didn't lol....I'm gonna try to release a revamp of Sephy this weekend since I learned a few new tricks but he'll be right handed still. XD (Left or Right doesn't matter to me )


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: Tasty Pumpkin Clock on July 04, 2011, 07:43:30 PM
Alright cool. The left hand thing should be done after everything else is finished.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: Hollow on July 04, 2011, 08:05:42 PM
I haven't had any time to be working on Sephy for a while........

I'll try to get back on it as soon as I can.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: Hackingstar on July 05, 2011, 04:26:01 PM
Oh Hollow hasn't added his changes to the vault. I'm not sure why he didn't lol....I'm gonna try to release a revamp of Sephy this weekend since I learned a few new tricks but he'll be right handed still. XD (Left or Right doesn't matter to me )

even if he would still be right-handed then, you and hollow could always ask Tormod to edit the animations so that he'll be left-handed. (like he should be XD lol no offense though)


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: Tormod on July 05, 2011, 06:07:54 PM
even if he would still be right-handed then, you and hollow could always ask Tormod to edit the animations so that he'll be left-handed. (like he should be XD lol no offense though)
I'm in the process of working on animations for him, mostly on what's been given feed back for in this thread. When they're done and I send Hollow the files, he'll be left handed.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: Hackingstar on July 05, 2011, 06:53:54 PM
I'm in the process of working on animations for him, mostly on what's been given feed back for in this thread. When they're done and I send Hollow the files, he'll be left handed.


cool. btw

EPIC animations there Tormod

http://www.youtube.com/watch?v=f6XSz4TQJkU


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: _Data_Drain_ on July 09, 2011, 01:48:02 PM
Wow... That's some really good progress there. O_O

I look forward to the final version of Sephiroth even more now. XD

Though there are a few things that could be changed. Maybe for the throw pummel. He could twist the sword. Instead of pushing it in, and back out a bit.

The walk, his head bobbing is a bit odd... But then again, that might be for an illusion of his hair flowing.

Otherwise, I really like these animations.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: Tasty Pumpkin Clock on July 09, 2011, 04:23:05 PM
Those animations are f*cking br-r-r-riliant. Jesus.
Yeah I agree with Data though slightly less  head bobbing.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: Thundaga_T2 on July 09, 2011, 08:17:36 PM
oh come on you guys, its not even like its that noticable, and really, is anybody gonna be walking during a fight anyways? lol


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: Tasty Pumpkin Clock on July 09, 2011, 08:23:57 PM
It's super easy to fix and personally I walk around a lot to use the forward tilt.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: Hackingstar on July 09, 2011, 08:37:32 PM
*sigh* looks like the revamp DO mentioned will be released tomorrow possibly. (Sunday's not my favorite day but i guess we'll wait and see)


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: DivineOverlord on July 09, 2011, 11:49:59 PM
Sorry I've been busy making Dormammu over Ganondorf XD I'm 50% Done.

(http://i150.photobucket.com/albums/s117/Baseballfreak28/Renders%20and%20Stocks/Dormammu.png)


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 ----->upcoming fighter Dormammu?!!!
Post by: Tormod on July 10, 2011, 12:15:47 AM
Wow... That's some really good progress there. O_O

I look forward to the final version of Sephiroth even more now. XD

Though there are a few things that could be changed. Maybe for the throw pummel. He could twist the sword. Instead of pushing it in, and back out a bit.

The walk, his head bobbing is a bit odd... But then again, that might be for an illusion of his hair flowing.

Otherwise, I really like these animations.
Thanks for the feedback, it helps because I hadn't noticed the head bobbing before. The grab where he stabs multiple times keeps cycling the first 5 or so frames of the animation because I didnt think about the PSA change for the attack. The actual attack is 24 frames. I'll play around with it.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: morf64 on July 10, 2011, 02:18:01 PM
how do i even get this to work, marth just keeps spawning, turning around and has extremely long reach attacks, no new damage flags or attacks at all, please help!

do i rename the FitMarth.pac to FitMarth00.pac?
(http://forums.kc-mm.com/Themes/efsane/images/warnwarn.gif) 
    There are rules, y'know..

  • Spamming: Posting worthless topics or messages that contribute nothing to the topic of the forum or thread.
         Examples: Repeatedly bumping a topic; double posting; necroposting – posting in a thread that’s been dead for over a week; posts that consist of just emoticons or text repeated over and over.
[/color]


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: Hackingstar on July 10, 2011, 02:31:07 PM
how do i even get this to work, marth just keeps spawning, turning around and has extremely long reach attacks, no new damage flags or attacks at all, please help!


you need the character model and the moveset.

here's the Sephiroth Model by Aafyre
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=12336&Moderated=All&facebook=true

and here's the latest moveset update
http://www.mediafire.com/?n9j9n2tgqqocvap

and if you don't know where to put all of this. well let this topic answer for you
http://forums.kc-mm.com/index.php?topic=12169.0


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: Hollow on July 10, 2011, 02:45:28 PM
Jesus.......

You, sir, are an animating god.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: Hackingstar on July 10, 2011, 02:47:53 PM
he sure is.  ;D


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: morf64 on July 10, 2011, 02:49:37 PM
you need the character model and the moveset.

here's the Sephiroth Model by Aafyre
[url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=12336&Moderated=All&facebook=true[/url]

and here's the latest moveset update
[url]http://www.mediafire.com/?n9j9n2tgqqocvap[/url]

and if you don't know where to put all of this. well let this topic answer for you
[url]http://forums.kc-mm.com/index.php?topic=12169.0[/url]
ok i have a bunch of texture hacks and this is the coolest one yet, thanks for the info. but will the files you provided me work like the ones im trying to download. because those look epic. also i could do with some help with the FitMarthMotionetc.pac do i change the name of that file at all, because im not ATM


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: Hackingstar on July 10, 2011, 02:50:41 PM
ok i have a bunch of texture hacks and this is the coolest one yet, thanks for the info. but will the files you provided me work like the ones im trying to download. because those look epic. also i could do with some help with the FitMarthMotionetc.pac do i change the name of that file at all, because im not ATM

no you don't change name at all of the FitMarthMotionEtc.pac


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: morf64 on July 10, 2011, 02:56:42 PM
tested, didn't make a difference he still has marth attacks and no new ones, i would like for the attacks from this specific hack to work, his attacks have no auras and are basic strength please help, and maybe take a screenie of how you have it set up please


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: SiLeNtDo0m on July 10, 2011, 03:00:43 PM
do i rename the FitMarth.pac to FitMarth00.pac?

No.  

In your SD/private/wii/app/RSBE/pf/fighter/marth folder set up, you should have the two files from the moveset (FitMarth.pac and FitMarthMotionEtc.pac) and two files from the model (FitMarth00.pac and FitMarth00.pcs)

And please don't double post ;) 


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: morf64 on July 10, 2011, 03:03:18 PM
WEWT GOT IT THANKS EVERYONE!


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: Hackingstar on July 10, 2011, 03:03:55 PM
i was gonna be more specific but silentdoom here is explaining so yeah. listen to his statement

*EDIT* your welcome.

*EDIT*

Sorry I've been busy making Dormammu over Ganondorf XD I'm 50% Done.

([url]http://i150.photobucket.com/albums/s117/Baseballfreak28/Renders%20and%20Stocks/Dormammu.png[/url])



well good luck with that then. and then sephiroth update SOON pretty please...eh what does it matter if we wait a bit longer, take your time on all of the random projects you had in mind then when sephiroth comes around, then you could release it. (in short: take your time. we can wait)


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: Hollow on July 10, 2011, 05:02:51 PM
Geez, four posts and that guy's already warned? Bad start, guy.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: Albafika on July 10, 2011, 05:04:23 PM
Geez, four posts and that guy's already warned? Bad start, guy.
Lol.

Seems like there's nothing else to speak about 'til Tormod adds his share tothe PSA. :3

So... Let's turn this into a chat!

How's everyone doing?<.<


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: Hollow on July 10, 2011, 05:06:37 PM
Lol. Seems like there's nothing else to speak about 'til Tormod adds his share tothe PSA. :3 So... Let's turn this into a chat! How's everyone doing?<.<
Seeing a video containing Sephiroth has inspired me to work on it some more. Unfortunately, I have not much  time left today.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: Albafika on July 10, 2011, 05:10:22 PM
Seeing a video containing Sephiroth has inspired me to work on it some more. Unfortunately, I have not much time left today.
Lol, this PSA is really looking amazing at this moment. Also, just work on it when you feel like it, but I'd recommend waiting on Tormod's share. :P


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: Hollow on July 10, 2011, 05:20:14 PM
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NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN
NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN
NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN
NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN
NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN
NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN
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Suh-weet!


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: Albafika on July 10, 2011, 05:21:10 PM
Yeah, I saw Miacis explain it, that's really awesome indeed. XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: Hackingstar on July 10, 2011, 05:28:37 PM
hello ppls.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: Albafika on July 10, 2011, 07:55:30 PM
hello ppls.
Allo. xD


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: Hackingstar on July 10, 2011, 07:57:09 PM
how many of you want my updated animation of sephiroth's custom b-air which is here

http://www.youtube.com/watch?v=OhaAbjR4AuA


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: Tasty Pumpkin Clock on July 10, 2011, 08:54:31 PM
I'm pretty sure that Tormod is making one.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: Hackingstar on July 10, 2011, 08:55:17 PM
ok then, i'll just wait for that then.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: DivineOverlord on July 10, 2011, 09:53:13 PM
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Suh-weet!

O_o that looks cool. It took me like a second to realize it was sephy lol.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: Hackingstar on July 10, 2011, 10:04:02 PM
hey DO hows the rev---i mean how's that ganondorf psa going? heh..*guilty look*


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: DivineOverlord on July 10, 2011, 10:06:57 PM
hey DO hows the rev---i mean how's that ganondorf psa going? heh..*guilty look*


oh its going good. I actually have all his attacks done IN PSA...all I need is animations....maybe I'll try out sephy revamp. I already gave him a wait animation with moving wings like in the video you saw, and edited his external graphics. I found out why most of his animations were so glitchy when it ended. I fixed it XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: Hackingstar on July 10, 2011, 10:15:35 PM
so when will see the revamp...and the ganondorf psa?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: DivineOverlord on July 10, 2011, 10:24:05 PM
so when will see the revamp...and the ganondorf psa?

hmm I'll give you guys 3 options for the next PSA I release/update
1. Sephiroth
2. Ichigo
3. Mew

Make a wise choice lol


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: Gamma Ridley on July 10, 2011, 10:26:13 PM
3. Mew

¿Qué?

o_o


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: Aafyre on July 10, 2011, 10:26:26 PM
I say Sephiroth, but I'm also biased.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: Hackingstar on July 10, 2011, 10:27:19 PM
Vote: Sephiroth.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: DivineOverlord on July 10, 2011, 10:27:38 PM
¿Qué?

o_o

yep yep. I still owe you mew. sorry it took so long. I have been working on it though. I managed to take off the lightning effect off the bubble ;D...maybe I can work on two PSA's at once. XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: Hackingstar on July 10, 2011, 10:28:22 PM
yep yep. I still owe you mew. sorry it took so long. I have been working on it though. I managed to take off the lightning effect off the bubble ;D...maybe I can work on two PSA's at once. XD

give it a shot then XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: Gamma Ridley on July 10, 2011, 10:29:33 PM
yep yep. I still owe you mew. sorry it took so long. I have been working on it though. I managed to take off the lightning effect off the bubble ;D...maybe I can work on two PSA's at once. XD

Oh my god, Divine....

I figured you forgot all about that.

I'm flattered. :']

Well, you know what I vote for, then.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: DivineOverlord on July 10, 2011, 10:32:42 PM
okey, I'll work on both mew and sephiroth today and the follwoing week.
so far with sephy I revamped wait 1, turn, turn run, turn dash, and working my way to the other animations to fix up.

next up is mew tonight.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: Gamma Ridley on July 10, 2011, 10:35:18 PM
okey, I'll work on both mew and sephiroth today and the follwoing week.
so far with sephy I revamped wait 1, turn, turn run, turn dash, and working my way to the other animations to fix up.

next up is mew tonight.

I want you to know that I really appreciate this, DO.

Seriously.

And I don't mind the waiting. I've got plenty of time to spare. :]


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: DivineOverlord on July 10, 2011, 10:40:31 PM
I want you to know that I really appreciate this, DO.

Seriously.

And I don't mind the waiting. I've got plenty of time to spare. :]

lol you already waited for like 6 months XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: Gamma Ridley on July 10, 2011, 10:42:42 PM
lol you already waited for like 6 months XD

Good point.

Quite frankly...

I kinda forgot about that project. XD

Can't wait to get it kick-started. :]

Time to go dust off the ol' thread...


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: DivineOverlord on July 11, 2011, 02:14:33 AM
whew just got done revamping all the animations. now they are all smooth and non-glitchy


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: Tasty Pumpkin Clock on July 11, 2011, 03:01:58 AM
Yay. That's good news.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: DivineOverlord on July 11, 2011, 03:47:18 AM
should I upload a new brawl vault for sephy revamp or just update the current one?



EDIT: I'm done with Sephiroth Version 3.0 REVAMP

+fixed all animations - everything is smooth and better  ;)
+new dash attack
+new wait
+ EXG edits
+ lots moar XD

-----
I forgot, what did you guys want his Down B in air to be?

after that I'll release version 3.0 Revamp


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: Hollow on July 11, 2011, 07:03:07 AM
should I upload a new brawl vault for sephy revamp or just update the current one? EDIT: I'm done with Sephiroth Version 3.0 REVAMP +fixed all animations - everything is smooth and better  ;) +new dash attack +new wait + EXG edits + lots moar XD ----- I forgot, what did you guys want his Down B in air to be? after that I'll release version 3.0 Revamp
Waitwat? I'm already working on it.......I'm just waiting for Tormod to get done.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: Hackingstar on July 11, 2011, 07:06:48 AM
*Tennessee accent* well shoot i woke up just in time for this good news  :af2:

also yeah DO, could you add Tormod to the "Sephiroth Moveset" collaborators please?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: Albafika on July 11, 2011, 10:09:23 AM
Waitwat? I'm already working on it.......I'm just waiting for Tormod to get done.
This, I'd like tow wait on Tormod's share aswell to see how much has he fixed, considering how great he is at animating. In the meantime, you could work on other Side Projects. :P I mean, it'd be a waste of time if both of you fix the same animation, for example. lol


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: Hackingstar on July 11, 2011, 10:16:45 AM
off-topic statement: SWEET! i'm been promoted from "Expert" to "Mega" Kitten. *voice of captain falcon*: YES. XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: lightning29 on July 11, 2011, 10:16:52 AM
Waitwat? I'm already working on it.......I'm just waiting for Tormod to get done.

well couldnt we try out divine's revamp then have tormod work his magic and release that one also?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: Hackingstar on July 11, 2011, 10:19:38 AM
or, DO could send Tormod a copy of his work on Sephiroth, Tormod tests it, gives feedback, Tormod does HIS animating magic, and then he sends DO HIS edited work, DO is impressed, DO sends it to Hollow to test, Hollow is impressed...not sure about BigBadBooya i think he abandoned this project...then all is good and then the TRULY final version of Sephiroth v3 will be complete.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: Albafika on July 11, 2011, 10:21:45 AM
As I said here:
This, I'd like tow wait on Tormod's share aswell to see how much has he fixed, considering how great he is at animating. In the meantime, you could work on other Side Projects. :P I mean, it'd be a waste of time if both of you fix the same animation, for example. lol

It'd be a waste of time if they both release the same fixes on some stuff, rather wait for an update and then wrok from that one up. Tormod's been working on his for a while, and it shows the wait is worth it, I say we all be patient and from his Update, continue the PSA.

off-topic statement: SWEET! i&#039;m been promoted from "Expert" to "Mega" Kitten. *voice of captain falcon*: YES. XD
Lol.

Also, I need all the .wav files when the SFX are done, I'm getting someone to set 'em over Yoshi, so Sephy can totally replace Yoshi leaving Marth alone.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: Hackingstar on July 11, 2011, 10:23:56 AM
of course, then Wolfric aka Cloudy aka Wulfy lol sorry and DataDrain will test it and give THEIR feedback, changes are made then...THEN it will complete XD i'm coming up with so much plans...lol.

@wolfric wait what now?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: Albafika on July 11, 2011, 10:26:30 AM
of course, then Wolfric aka Cloudy aka Wulfy lol sorry and DataDrain will test it and give THEIR feedback, changes are made then...THEN it will complete XD i'm coming up with so much plans...lol. @wolfric wait what now?
xD

What what? This'd be for people who uses Sephy over Yoshi, so that Sephy will have his voices, and Marth his own. :P


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: Hackingstar on July 11, 2011, 10:27:11 AM
so you want me to send you the .wavs of the sfx?


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: Albafika on July 11, 2011, 10:29:05 AM
so you want me to send you the .wavs of the sfx?
But that'd be for when the PSA is done, and the SFX are completed. :P Unless you wanna do 'em over Yoshi as well as Marth? XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: Hackingstar on July 11, 2011, 10:30:52 AM
no no it's ok i can wait. XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: DivineOverlord on July 11, 2011, 12:12:19 PM
*Tennessee accent* well shoot i woke up just in time for this good news  :af2:

also yeah DO, could you add Tormod to the "Sephiroth Moveset" collaborators please?

I cant add Tormod until I actually receive input on the PSA by him.

As I said here:
It'd be a waste of time if they both release the same fixes on some stuff, rather wait for an update and then wrok from that one up. Tormod's been working on his for a while, and it shows the wait is worth it, I say we all be patient and from his Update, continue the PSA.
Lol.

Also, I need all the .wav files when the SFX are done, I'm getting someone to set 'em over Yoshi, so Sephy can totally replace Yoshi leaving Marth alone.

Wolferic/cloudy, Its too late lol, I already finished last night. It only took a couple hours to fix all the animations. I'll upload what I did last night. Perhaps this will decrease the amount of work needed to be done still.



Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: Hackingstar on July 11, 2011, 12:13:51 PM
so until he sends you his work on the psa? alright then.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: DivineOverlord on July 11, 2011, 12:16:21 PM
so until he sends you his work on the psa? alright then.

yep.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: Hackingstar on July 11, 2011, 12:18:44 PM
so we're gonna see your update...TONIGHT!?...*laugh gasp* and you said 7-11-11 was just a random date XD.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: DivineOverlord on July 11, 2011, 12:22:51 PM
so we're gonna see your update...TONIGHT!?...*laugh gasp* and you said 7-11-11 was just a random date XD.

haha it was. I guess it was true lol. But I really did fixed a lot of issues with version 2.99....I'm gonna need help rebalacing him though. I'm making the OP version right now, when im done--upload.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: Hackingstar on July 11, 2011, 12:25:34 PM
what about the OG....nevermind...i can wait for that.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: DivineOverlord on July 11, 2011, 12:28:20 PM
what about the OG....nevermind...i can wait for that.

too much work bro. I'd rather someone else do it lol and I'll just add them to the great collab list. XD


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: Hackingstar on July 11, 2011, 12:29:22 PM
...leave that Tormod...or Hollow.


Title: Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11
Post by: DivineOverlord on July 11, 2011, 01:00:41 PM
Alright, I uploaded the changes I did last night (keep in mind, I only worked on this last night after sephy won the poll I set up)

Its mainly an animation revamp of version 2.99


(http://i.imgur.com/BJk2I.jpg)
Here are the changes:

+New wait 1
+Fixed all animations so that they are smooth transitioned.
+Edited his external graphics for black materia
+UP B in Air can now grab a ledge
+More



THings I already know

- when casting spells and releasing a level one charge, his wings will disappear for 13 frames and reappear, this is because of a case 0-0 being delayed to prevent spamming.
- I may need help revamping his dash animation
- Up B on ground - Not sure if I like it but we'll see what is suggested
- Balanced version may need rebalancing but I'm not sure where



I'll be back later, I have to go to my legacy of life class :/


Title: Re: KH2/FF7/DIS Sephiroth V3.0 Revamp updated 7-11-2011
Post by: Hackingstar on July 11, 2011, 01:41:22 PM
alright. feedbacks from DataDrain and Wolfric starts...now.  :af2:

oh and Apprentice of Death as well


Title: Re: KH2/FF7/DIS Sephiroth V3.0 Revamp updated 7-11-2011
Post by: _Data_Drain_ on July 11, 2011, 01:42:27 PM
Hm... I notice one big problem... You didn't use Hollow's changes in this version.

He made a side B air, and down B air, and some physics changes to him.


Title: Re: KH2/FF7/DIS Sephiroth V3.0 Revamp updated 7-11-2011
Post by: SiLeNtDo0m on July 11, 2011, 01:44:27 PM
alright. feedbacks from DataDrain and Wolfric starts...now.  :af2:

oh and Apprentice of Death as well

One minute later...

Hm... I notice one big problem... You didn't use Hollow's changes in this version.

He made a side B air, and down B air, and some physics changes to him.

Hackingstar freakin called it.

Like a boss XD


Title: Re: KH2/FF7/DIS Sephiroth V3.0 Revamp updated 7-11-2011
Post by: Hackingstar on July 11, 2011, 01:48:18 PM
*elvis presley voice*: thank ya very much. XD


Title: Re: KH2/FF7/DIS Sephiroth V3.0 Revamp updated 7-11-2011
Post by: _Data_Drain_ on July 11, 2011, 01:52:30 PM
Alright though, more feedback.

The down throw is nice, although the angle seems a bit odd... Oh well.

up smash is a good speed now, but it kinda overshadows the other smashes, since it kills faster then down smash, but is also faster.

His dash attack... I'm not even sure what it is. O_o
He just runs at the foe, and that somehow slashes them?

The new meteors look pretty good.

The new wing animations is good.

AAA still has too little knock back, but Hollow fixed it in his changes.

Forward air is still to spammable.

down taunt... Well, you might have did that for a voice pack, but he says what Marth normally does with down taunt.

Well... I think that's all I have to add for now.


Title: Re: KH2/FF7/DIS Sephiroth V3.0 Revamp updated 7-11-2011
Post by: Hackingstar on July 11, 2011, 02:05:07 PM
hey data, i didn't tell you or others but i will, i updated my sfx pack for sephiroth.


Title: Re: KH2/FF7/DIS Sephiroth V3.0 Revamp updated 7-11-2011
Post by: DivineOverlord on July 11, 2011, 02:09:59 PM
Oh where can I find hollows updated V3? .....I didn't know he made B special changes


Title: Re: KH2/FF7/DIS Sephiroth V3.0 Revamp updated 7-11-2011
Post by: _Data_Drain_ on July 11, 2011, 02:13:37 PM
Oh where can I find hollows updated V3? .....I didn't know he made B special changes
Hang on, I'll mirror it in a minute.


Title: Re: KH2/FF7/DIS Sephiroth V3.0 Revamp updated 7-11-2011
Post by: Hackingstar on July 11, 2011, 02:14:05 PM
right here XD too late data XD

http://www.mediafire.com/?n9j9n2tgqqocvap


Title: Re: KH2/FF7/DIS Sephiroth V3.0 Revamp updated 7-11-2011
Post by: DivineOverlord on July 11, 2011, 02:19:12 PM
Alright thanks....I can release V3.1 when I get home from class if you guys want?....


Title: Re: KH2/FF7/DIS Sephiroth V3.0 Revamp updated 7-11-2011
Post by: _Data_Drain_ on July 11, 2011, 02:23:44 PM
...DANG IT! NINJA'D!

...Ah well. XD

And yeah, DO, that would be nice.

You should fix the hit box on side B air, since it's too tall, and hits right in front of Sephiroth.


Title: Re: KH2/FF7/DIS Sephiroth V3.0 Revamp updated 7-11-2011
Post by: DivineOverlord on July 11, 2011, 02:25:30 PM
Okay then, expect V3.1 to be out tonight......wish I can go home this class is too boring and 5 hrs long lol


Title: Re: KH2/FF7/DIS Sephiroth V3.0 Revamp updated 7-11-2011
Post by: Hackingstar on July 11, 2011, 02:26:47 PM
ok but perhaps keep this in mind as you release...more like after you release the update.

or, DO could send Tormod a copy of his work on Sephiroth, Tormod tests it, gives feedback, Tormod does HIS animating magic, and then he sends DO HIS edited work, DO is impressed, DO sends it to Hollow to test, Hollow is impressed...not sure about BigBadBooya i think he abandoned this project...then all is good and then the TRULY final version of Sephiroth v3 will be complete.


Title: Re: KH2/FF7/DIS Sephiroth V3.0 Revamp updated 7-11-2011
Post by: Hollow on July 11, 2011, 03:37:11 PM
I've mirrored all Sephiroths animations from my V3, took some better animations from DO's update, and I'll take better ones when Tormod sends me the files.


Title: Re: KH2/FF7/DIS Sephiroth V3.0 Revamp updated 7-11-2011
Post by: _Data_Drain_ on July 11, 2011, 03:39:16 PM
I've mirrored all Sephiroths animations from my V3, took some better animations from DO's update, and I'll take better ones when Tormod sends me the files.
Hold on. DO said he was gonna do a revamp of his... Revamp with your additions.

Wait for that, then improve anything that needs it, then pass it back to DO. And let him do the same.


Title: Re: KH2/FF7/DIS Sephiroth V3.0 Revamp updated 7-11-2011
Post by: Albafika on July 11, 2011, 03:46:11 PM
What a mess. XD


Title: Re: KH2/FF7/DIS Sephiroth V3.0 Revamp updated 7-11-2011
Post by: Hackingstar on July 11, 2011, 03:59:27 PM
indeed XD


Title: Re: KH2/FF7/DIS Sephiroth V3.0 Revamp updated 7-11-2011
Post by: DivineOverlord on July 11, 2011, 04:34:39 PM
hold up. Im lost, I can release version 3.1 in about 2 hours or less...what should I do? Update? or move on? lol


Title: Re: KH2/FF7/DIS Sephiroth V3.0 Revamp updated 7-11-2011
Post by: Hackingstar on July 11, 2011, 04:37:46 PM
update. it's just suggestions being discussed and some a bit of randomness.


Title: Re: KH2/FF7/DIS Sephiroth V3.0 Revamp updated 7-11-2011
Post by: DivineOverlord on July 11, 2011, 04:39:23 PM
update. it's just suggestions being discussed and some a bit of randomness.

oh okay lol...I'll start updating right now. I left class early because it was getting too BORING!! XD


Title: Re: KH2/FF7/DIS Sephiroth V3.0 Revamp updated 7-11-2011
Post by: Hackingstar on July 11, 2011, 04:40:24 PM
oh okay lol...I'll start updating right now. I left class early because it was getting too BORING!! XD

i sure hope you don't get caught ditching XD lol

unless it's not an important class, just an elective?


Title: Re: KH2/FF7/DIS Sephiroth V3.0 Revamp updated 7-11-2011
Post by: DivineOverlord on July 11, 2011, 04:43:19 PM
i sure hope you don't get caught ditching XD lol

unless it's not an important class, just an elective?

yup yup. its just an integrative cap stone for the natural science division. Ill be ok, I have the lecture power points. Now I'm gonna revamp sephy's SIDE B in air animations that Hollow made and make attack air N have a start up lag....This update should turn out nice ;D


Title: Re: KH2/FF7/DIS Sephiroth V3.0 Revamp updated 7-11-2011
Post by: Hackingstar on July 11, 2011, 05:32:27 PM
believe us. it will...until feedback comes from data and wolfric XD


Title: Re: KH2/FF7/DIS Sephiroth V3.0 Revamp updated 7-11-2011
Post by: DivineOverlord on July 11, 2011, 05:34:50 PM
believe us. it will...until feedback comes from data and wolfric XD

k one more hour and it should be done. I have all his specials done. I just need to make better looking shockwaves ;D


Title: Re: KH2/FF7/DIS Sephiroth V3.0 Revamp updated 7-11-2011
Post by: Hackingstar on July 11, 2011, 05:43:33 PM
...WOOHOO.  :af2:


Title: Re: KH2/FF7/DIS Sephiroth V3.0 Revamp updated 7-11-2011
Post by: Hollow on July 11, 2011, 06:17:12 PM
I think we should plan this all out next time instead of everyone doing their own thing. |D


Title: Re: KH2/FF7/DIS Sephiroth V3.0 Revamp updated 7-11-2011
Post by: Hackingstar on July 11, 2011, 06:29:59 PM
I think we should plan this all out next time instead of everyone doing their own thing. |D


are you serious or are you "just saying"?


Title: Re: KH2/FF7/DIS Sephiroth V3.0 Revamp updated 7-11-2011
Post by: Hollow on July 11, 2011, 06:34:01 PM
I'm completely :srs:


Title: Re: KH2/FF7/DIS Sephiroth V3.0 Revamp updated 7-11-2011
Post by: Albafika on July 11, 2011, 06:35:04 PM
I am working on it. Hollow, answer my PM. <<


Title: Re: KH2/FF7/DIS Sephiroth V3.0 Revamp updated 7-11-2011
Post by: DivineOverlord on July 11, 2011, 06:36:12 PM
I'm completely :srs:

its no big deal. I'm only improving what needed to be improve :af: plus im bored....but next time, it will be good to have a set documented plan between us and who ever else plans to join in the project randomly. I'll upload the last update I plan for the week, today, and continue on with mew.


Title: Re: KH2/FF7/DIS Sephiroth V3.0 Revamp updated 7-11-2011
Post by: Hackingstar on July 11, 2011, 06:37:23 PM
ok then so how's the progress?


Title: Re: KH2/FF7/DIS Sephiroth V3.0 Revamp updated 7-11-2011
Post by: Hollow on July 11, 2011, 06:37:54 PM
I am working on it. Hollow, answer my PM. <<
I thought I did.


Title: Re: KH2/FF7/DIS Sephiroth V3.0 Revamp updated 7-11-2011
Post by: DivineOverlord on July 11, 2011, 06:37:58 PM
ok then so how's the progress?

im basically done, I fixed up the dash attack animation and now its great!!! now adding final touches to gfx


Title: Re: KH2/FF7/DIS Sephiroth V3.0 Revamp updated 7-11-2011
Post by: Hackingstar on July 11, 2011, 06:38:34 PM
alright then. *waits*


Title: Re: KH2/FF7/DIS Sephiroth V3.0 Revamp updated 7-11-2011
Post by: Hollow on July 11, 2011, 06:41:07 PM
im basically done, I fixed up the dash attack animation and now its great!!! now adding final touches to gfx
Okay, I'll wait for the update. I need Tormod's edits too.


Title: Re: KH2/FF7/DIS Sephiroth V3.0 Revamp updated 7-11-2011
Post by: DivineOverlord on July 11, 2011, 06:42:33 PM
Okay, I'll wait for the update. I need Tormod's edits too.

so Tormod wants to join the collab on sephy?


Title: Re: KH2/FF7/DIS Sephiroth V3.0 Revamp updated 7-11-2011
Post by: Hollow on July 11, 2011, 06:45:31 PM
I suppose so.....I personaly asked him to help, though. If he wants to, I suggest he be part of this.


Title: Re: KH2/FF7/DIS Sephiroth V3.0 Revamp updated 7-11-2011
Post by: DivineOverlord on July 11, 2011, 07:21:01 PM
I suppose so.....I personaly asked him to help, though. If he wants to, I suggest he be part of this.


yeah that sounds cool.

I uploaded version 3.3
here is a small video (crappy cell phone quality again lol!)
http://www.youtube.com/watch?v=tTz6vJZB4iM


change log:
This is mainly an animation revamp of version 3.0

Here are the changes:

+New wait 1
+Fixed all animations so that they are smooth transitioned.
+Edited his external graphics for black materia
+UP B in Air can now grab a ledge
+ Added Hollow's grab and specials from his version 3.0
+Revamped other stuff

+More



THings I already know

- when casting spells and releasing a level one charge, his wings will disappear for 13 frames and reappear, this is because of a case 0-0 being delayed to prevent spamming.
- Balanced version may need rebalancing but I'm not sure where


Title: Re: KH2/FF7/DIS Sephiroth V3.3 Revamp updated 7-11-2011
Post by: Hackingstar on July 11, 2011, 07:24:35 PM
1 word...EPIC.

and now it's time for the speech of the feedbacks *points to Data, Wolfric, and Apprentice of Death)

also uh DO, this may be too much to ask but...would you mind posting the link to 4shared or somewhere else? cuz for some STUPID reason (i'm  here). McAfee started hating Mediafire...as in mediafire is now a "dangerous" site..so yeah...you can keep the download link to mediafire its just that i'm asking for it to uploaded to 4shared. cuz it's not a dangerous site according to McAfee...yet.




Title: Re: KH2/FF7/DIS Sephiroth V3.3 Revamp updated 7-11-2011
Post by: DivineOverlord on July 11, 2011, 07:44:52 PM
1 word...EPIC.

and now it's time for the speech of the feedbacks *points to Data, Wolfric, and Apprentice of Death)

also uh DO, this may be too much to ask but...would you mind posting the link to 4shared or somewhere else? cuz for some STUPID reason (i'm  here). McAfee started hating Mediafire...as in mediafire is now a "dangerous" site..so yeah...you can keep the download link to mediafire its just that i'm asking for it to uploaded to 4shared. cuz it's not a dangerous site according to McAfee...yet.





Alright, sorry people who downloaded sephy, I had to reupload it because there were some issues with the balanced version but now its fixed. Down B in Air is no longer spam-able.

Brawl Vault: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=16571

4 Shared: http://www.4shared.com/file/O4PughFN/Sephiroth_version_33_Revamp.html


Title: Re: KH2/FF7/DIS Sephiroth V3.3 Revamp updated 7-11-2011
Post by: Hackingstar on July 11, 2011, 07:46:42 PM
thanks.

also, i see you added a voice sfx through psa on down b aerial. if i may ask, would you mind doing the same thing for side b aerial? (it's xzedkiel's request) so yeah...can ya? pretty please?

and if you can make sure it's one voice sfx like you did with down b aerial


Title: Re: KH2/FF7/DIS Sephiroth V3.3 Revamp updated 7-11-2011 - reuploaded 6:45PM
Post by: DivineOverlord on July 11, 2011, 08:10:38 PM
thanks.

also, i see you added a voice sfx through psa on down b aerial. if i may ask, would you mind doing the same thing for side b aerial? (it's xzedkiel's request) so yeah...can ya? pretty please?

what the sfx ID that you want? and the move that should have it?


Title: Re: KH2/FF7/DIS Sephiroth V3.3 Revamp updated 7-11-2011 - reuploaded 6:45PM
Post by: Hackingstar on July 11, 2011, 08:15:58 PM
SFX ID: 0697 (Wave1)

Move: Side B air aka Oblivion (idk the id for that sorry)




Title: Re: KH2/FF7/DIS Sephiroth V3.3 Revamp updated 7-11-2011 - reuploaded 6:45PM
Post by: _Data_Drain_ on July 11, 2011, 10:35:57 PM
Okay, I tested this out for a bit. And I gotta say, I like a lot of the changes here.

Down B air seems... More useful now, and, while busy, the GFX fits alright, a little off from Dissidia. But they look better then the ones Hollow used.

Side B air... I LOVE what you did with it, it feels much more natural now.

Up smash seems to have some start up lag now, that seems better.


Now then... Onto the cons...

Okay, I like the flying, but... I think Heaven's Light being his only up B is for the best... However, this doesn't mean you should ditch it, not for the overpowered and up versions. It would even be cool if there were two versions of the balanced version, if you bring out the wing, you fly. If you don't, you use Heaven's Light... It would give a choice of if you want a recovery that can kill foolish foes. Or more distance.

Hell's Gate should have that start up lag you said you would add. See, the way it is now... On some stages, it's a spike. Not a suicide move, I mean a safe spike if used right... So it going up, and then comming down like in Dissidia would be great.

His dash attack still seems odd to me... I'm not even sure what it is... If it's how it looks, or how it actually works. It seems like it could be spammable.

Hollow made it to where Octoslash was the full charge forward smash. I liked this, it made the move more balanced out. He however made it a lot faster. And the uncharged forward smash was a single slash... I would like for this to be added again.

His dash grab was fixed by Hollow, but now it's back to being lagless again... Fix that.

His pummel... Has a glitchy animation... Well, look here.
(http://i956.photobucket.com/albums/ae41/_Data_Drain_/al_110712_0053binout.jpg)

And finally, I kinda like the physics change Hollow added, how he jumps less high, and moves better in the air, but falls faster, although this set of physics seems to have forward air less spammable now. So that's good... But perhaps this could be re-added? Since you added more start up lag to forward air. This would balance it out.

Now... This is minor, since the moves aren't gonna be in the final version... But for now, could you add some start up, and end lag to neutral air, and back air? Until they're changed to the right moves?

Well that's all for my feedback for now. Keep up the good work DO. :)


Title: Re: KH2/FF7/DIS Sephiroth V3.3 Revamp updated 7-11-2011 - reuploaded 6:45PM
Post by: DivineOverlord on July 12, 2011, 12:17:24 AM
Okay, I tested this out for a bit. And I gotta say, I like a lot of the changes here.

Down B air seems... More useful now, and, while busy, the GFX fits alright, a little off from Dissidia. But they look better then the ones Hollow used.

Side B air... I LOVE what you did with it, it feels much more natural now.

Up smash seems to have some start up lag now, that seems better.


Now then... Onto the cons...

Okay, I like the flying, but... I think Heaven's Light being his only up B is for the best... However, this doesn't mean you should ditch it, not for the overpowered and up versions. It would even be cool if there were two versions of the balanced version, if you bring out the wing, you fly. If you don't, you use Heaven's Light... It would give a choice of if you want a recovery that can kill foolish foes. Or more distance.

Hell's Gate should have that start up lag you said you would add. See, the way it is now... On some stages, it's a spike. Not a suicide move, I mean a safe spike if used right... So it going up, and then comming down like in Dissidia would be great.

His dash attack still seems odd to me... I'm not even sure what it is... If it's how it looks, or how it actually works. It seems like it could be spammable.

Hollow made it to where Octoslash was the full charge forward smash. I liked this, it made the move more balanced out. He however made it a lot faster. And the uncharged forward smash was a single slash... I would like for this to be added again.

His dash grab was fixed by Hollow, but now it's back to being lagless again... Fix that.

His pummel... Has a glitchy animation... Well, look here.
([url]http://i956.photobucket.com/albums/ae41/_Data_Drain_/al_110712_0053binout.jpg[/url])

And finally, I kinda like the physics change Hollow added, how he jumps less high, and moves better in the air, but falls faster, although this set of physics seems to have forward air less spammable now. So that's good... But perhaps this could be re-added? Since you added more start up lag to forward air. This would balance it out.

Now... This is minor, since the moves aren't gonna be in the final version... But for now, could you add some start up, and end lag to neutral air, and back air? Until they're changed to the right moves?

Well that's all for my feedback for now. Keep up the good work DO. :)



Thanks for the feedback so far. The dash attack is a thrust attack, its easier to tell in slow motion lol. so you dont like how you can use heaven's light on ground and fly in air? different moves can still be activated by taunts since marth has a high motion file size limit.


Title: Re: KH2/FF7/DIS Sephiroth V3.3 Revamp updated 7-11-2011 - reuploaded 6:45PM
Post by: _Data_Drain_ on July 12, 2011, 01:07:02 AM
Thanks for the feedback so far. The dash attack is a thrust attack, its easier to tell in slow motion lol. so you dont like how you can use heaven's light on ground and fly in air? different moves can still be activated by taunts since marth has a high motion file size limit.

Ah... Although, you know... I have an idea for the dash attack...
http://www.youtube.com/watch?v=AB4W8UEO24E&feature=player_detailpage#t=586s
He does a dash attack here. Just make it have a good bit of end lag, or some start up lag.

And yeah... I think in this version, he should have only one up B, it just feels more balanced.

But I do think at some point in development. You could make an alternative balanced version with taunt activated up Bs, this way. Like I said, you can choose at will what up B you want. Whenever you want.


Title: Re: KH2/FF7/DIS Sephiroth V3.3 Revamp updated 7-11-2011 - reuploaded 6:45PM
Post by: xZedkiel on July 12, 2011, 05:38:15 AM
thanks.

also, i see you added a voice sfx through psa on down b aerial. if i may ask, would you mind doing the same thing for side b aerial? (it's xzedkiel's request) so yeah...can ya? pretty please?

and if you can make sure it's one voice sfx like you did with down b aerial

I never requested such thing o.o

Also, the flight should be gone, Heaven's Light only. Much more balanced, and the flight still looks choppy and meh. I like the new aerial down special though. You should wait for Tormod to finish his animations, they're like god tier and he's left handed  :happy: Also, if you're going to make a final final release, you should let me edit the SFX for Hackingstar's SFX pack, so if Riivo users use the SFX, he can use his Dissidia quotes and such along with his moves.


Title: Re: KH2/FF7/DIS Sephiroth V3.3 Revamp updated 7-11-2011 - reuploaded 6:45PM
Post by: Tormod on July 12, 2011, 06:34:02 AM
Ahh I wish I had more time to work on this.. I am very busy though. But, The wing I made doesn't disapear unless you stand around for 14 seconds not pressing anything, even then there is just a small gap then with no wing but I can probably fix that. Either way I don't want to contribute anything until it's the way it should be. I wont have time to work on this again until Thursday night. I'm looking forward to testing the new version at that time.


Title: Re: KH2/FF7/DIS Sephiroth V3.3 Revamp updated 7-11-2011 - reuploaded 6:45PM
Post by: Albafika on July 12, 2011, 07:14:53 AM
Okay, I tested this out for a bit. And I gotta say, I like a lot of the changes here.

Down B air seems... More useful now, and, while busy, the GFX fits alright, a little off from Dissidia. But they look better then the ones Hollow used.

Side B air... I LOVE what you did with it, it feels much more natural now.

Up smash seems to have some start up lag now, that seems better.


Now then... Onto the cons...

Okay, I like the flying, but... I think Heaven's Light being his only up B is for the best... However, this doesn't mean you should ditch it, not for the overpowered and up versions. It would even be cool if there were two versions of the balanced version, if you bring out the wing, you fly. If you don't, you use Heaven's Light... It would give a choice of if you want a recovery that can kill foolish foes. Or more distance.

Hell's Gate should have that start up lag you said you would add. See, the way it is now... On some stages, it's a spike. Not a suicide move, I mean a safe spike if used right... So it going up, and then comming down like in Dissidia would be great.

His dash attack still seems odd to me... I'm not even sure what it is... If it's how it looks, or how it actually works. It seems like it could be spammable.

Hollow made it to where Octoslash was the full charge forward smash. I liked this, it made the move more balanced out. He however made it a lot faster. And the uncharged forward smash was a single slash... I would like for this to be added again.

His dash grab was fixed by Hollow, but now it's back to being lagless again... Fix that.

His pummel... Has a glitchy animation... Well, look here.
([url]http://i956.photobucket.com/albums/ae41/_Data_Drain_/al_110712_0053binout.jpg[/url])

And finally, I kinda like the physics change Hollow added, how he jumps less high, and moves better in the air, but falls faster, although this set of physics seems to have forward air less spammable now. So that's good... But perhaps this could be re-added? Since you added more start up lag to forward air. This would balance it out.

Now... This is minor, since the moves aren't gonna be in the final version... But for now, could you add some start up, and end lag to neutral air, and back air? Until they're changed to the right moves?

Well that's all for my feedback for now. Keep up the good work DO. :)

This, totally. Skipping Nair and Bair, if the physics Hollow added to falling speed are going to be added (Gravity 0,1, Air Mobility 1,9) as well has well as Heaven's Light being his only up B on the Balanced Version (Wings out/without).

Also, Hollow's Octaslash needs to be re-added exactly how he had it. It was perfect.

Ahh I wish I had more time to work on this.. I am very busy though. But, The wing I made doesn't disapear unless you stand around for 14 seconds not pressing anything, even then there is just a small gap then with no wing but I can probably fix that. Either way I don't want to contribute anything until it's the way it should be. I wont have time to work on this again until Thursday night. I'm looking forward to testing the new version at that time.
We're all looking forward for your splendid share.


Title: Re: KH2/FF7/DIS Sephiroth V3.3 Revamp updated 7-11-2011 - reuploaded 6:45PM
Post by: Hackingstar on July 12, 2011, 10:15:02 AM
I never requested such thing o.o

Also, the flight should be gone, Heaven's Light only. Much more balanced, and the flight still looks choppy and meh. I like the new aerial down special though. You should wait for Tormod to finish his animations, they're like god tier and he's left handed  :happy: Also, if you're going to make a final final release, you should let me edit the SFX for Hackingstar's SFX pack, so if Riivo users use the SFX, he can use his Dissidia quotes and such along with his moves.

"Wave1" = "Ready?" for oblivion., Wave14= "Vanish" for octaslash. Wave16 = "Fool" for shadow flare. "Wave3" = "Fly" for Godspeed.  btw this is all on my brsar.

Also DO...it's his "dream" for this to happen so please grant permission to him...for all of us please.


Title: Re: KH2/FF7/DIS Sephiroth V3.3 Revamp updated 7-11-2011 - reuploaded 6:45PM
Post by: Albafika on July 12, 2011, 10:25:10 AM
DO, whatever happened to the FS you were planning to add? o.o


Title: Re: KH2/FF7/DIS Sephiroth V3.3 Revamp updated 7-11-2011 - reuploaded 6:45PM
Post by: Hackingstar on July 12, 2011, 10:44:20 AM
and now im interested in this "new" final smash.

and DO, if you don't know what he's talking about it's this:

http://www.youtube.com/watch?v=OJvlzcW4TT0

but perhaps if you want to look at it better (not the best vid i found but i guess it'll do)

http://www.youtube.com/watch?v=m1AQqF7Kf5E

1:53-2:05

it's like an animation viewer.


Title: Re: KH2/FF7/DIS Sephiroth V3.3 Revamp updated 7-11-2011 - reuploaded 6:45PM
Post by: xZedkiel on July 12, 2011, 04:00:11 PM
"Wave1" = "Ready?" for oblivion., Wave14= "Vanish" for octaslash. Wave16 = "Fool" for shadow flare. "Wave3" = "Fly" for Godspeed.  btw this is all on my brsar.

Also DO...it's his "dream" for this to happen so please grant permission to him...for all of us please.

It's not my dream XD I just like hearing his quotes lol Also Hack, if you wait for the next SAWNDZ you can put ANY length sound clip over any length sound clip XD


Title: Re: KH2/FF7/DIS Sephiroth V3.3 Revamp updated 7-11-2011 - reuploaded 6:45PM
Post by: Hackingstar on July 12, 2011, 04:02:06 PM
It's not my dream XD I just like hearing his quotes lol Also Hack, if you wait for the next SAWNDZ you can put ANY length sound clip over any length sound clip XD

i heard.


Title: Re: KH2/FF7/DIS Sephiroth V3.3 Revamp updated 7-11-2011 - reuploaded 6:45PM
Post by: DivineOverlord on July 12, 2011, 04:11:51 PM
DO, whatever happened to the FS you were planning to add? o.o

hmm I haven't gave it another shot yet lol..I might when I get a chance again.


Title: Re: KH2/FF7/DIS Sephiroth V3.3 Revamp updated 7-11-2011 - reuploaded 6:45PM
Post by: Hackingstar on July 12, 2011, 04:16:22 PM
ok speaking on topic sorta of here, here are the things that still need to be done...from what i've seen

new n-air

new b-air (i made one idk if it would be good enough)

Tormod's edits (i bet they'll be MEGA. EPIC)



Title: Re: KH2/FF7/DIS Sephiroth V3.3 Revamp updated 7-11-2011 - reuploaded 6:45PM
Post by: Ultraxwing on July 12, 2011, 04:18:31 PM
I really want Tormod's Edits.

especially the lefthanded part. and smexy wing.


Title: Re: KH2/FF7/DIS Sephiroth V3.3 Revamp updated 7-11-2011 - reuploaded 6:45PM
Post by: Hackingstar on July 12, 2011, 04:22:37 PM
ok just for the hell of it, this. is what wolfric was talking about for the final smash..in brawl form


(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110417_2227binout.jpg)
(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110417_22271binout.jpg)
(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110417_22272binout.jpg)
(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110417_22273binout.jpg)
(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110417_22281binout.jpg)


Title: Re: KH2/FF7/DIS Sephiroth V3.3 Revamp updated 7-11-2011 - reuploaded 6:45PM
Post by: DivineOverlord on July 12, 2011, 04:46:14 PM
I really want Tormod's Edits.

especially the lefthanded part. and smexy wing.


here is the wing animations I made that is very very similar to Tormod's.

http://www.mediafire.com/?kk7tm79uorsq8c9

or I can just reupload the FitMarth.pac files with this animation added in  it if thats easier for you guys.

ok just for the hell of it, this. is what wolfric was talking about for the final smash..in brawl form




yeah i remember that


Title: Re: KH2/FF7/DIS Sephiroth V3.3 Revamp updated 7-11-2011 - reuploaded 6:45PM
Post by: Albafika on July 12, 2011, 04:50:18 PM
here is the wing animations I made that is very very similar to Tormod's.

[url]http://www.mediafire.com/?kk7tm79uorsq8c9[/url]

or I can just reupload the FitMarth.pac files with this animation added in  it if thats easier for you guys.

yeah i remember that
If that's the one similar to his Ex Limit on Dissida, yes, that's it. XD


Title: Re: KH2/FF7/DIS Sephiroth V3.3 Revamp updated 7-11-2011 - reuploaded 6:45PM
Post by: Ultraxwing on July 12, 2011, 05:01:03 PM
Yay my favorite wing =P

thnx DIVINE


Title: Re: KH2/FF7/DIS Sephiroth V3.3 Revamp updated 7-11-2011 - reuploaded 6:45PM
Post by: Tasty Pumpkin Clock on July 12, 2011, 05:15:32 PM
Cons:
His dash attack looks weird.
His idle animation has his sword go into the ground again.
The Up Smash also has his sword go into the ground again.

Pros:
Everything else.


Btw I agree with the Heavens Light for normal Sephy and Flight for when he has his wing out.


Title: Re: KH2/FF7/DIS Sephiroth V3.3 Revamp updated 7-11-2011 - reuploaded 6:45PM
Post by: Ultraxwing on July 12, 2011, 05:20:22 PM
Yes, i suggested this when 3.0 came out.

i would love this =D


Title: Re: KH2/FF7/DIS Sephiroth V3.3 Revamp updated 7-11-2011 - reuploaded 6:45PM
Post by: DivineOverlord on July 12, 2011, 05:55:30 PM
Cons:
His dash attack looks weird.
His idle animation has his sword go into the ground again.
The Up Smash also has his sword go into the ground again.

Pros:
Everything else.


Btw I agree with the Heavens Light for normal Sephy and Flight for when he has his wing out.

about sephy's wait animation, double check that, I guarantee his sword doesn't touch the ground XD


other News: You have spoken and I have listened :af:

UPDATE: 7-12-11
+If wings are out - he will fly for UP B Special
+If wings are NOT out - he will use Heaven's Light for UP B




Title: Re: KH2/FF7/DIS Sephiroth V3.3 Revamp updated 7-11-2011 - reuploaded 6:45PM
Post by: _Data_Drain_ on July 12, 2011, 05:56:05 PM
Btw I agree with the Heavens Light for normal Sephy and Flight for when he has his wing out.
That should only be for overpowered and up versions though, or an alternative balanced version.

...

Also... The Sephiroth over Yoshi has a new problem... The new fire GFX you used now disappears now after he's fought Marth... So his meteors are invisible sometimes now. Even without the meteor itself in the older versions, the fire gave you an idea of where the hit box is. ._.

Alright... I know this is early for suggestions like this, but is it possible to give him new beam sword attacks? What I mean is, when he's holding a beam sword. He fights like Marth does with one... Although like I said, too early for that. <_>


Title: Re: KH2/FF7/DIS Sephiroth V3.3 Revamp updated 7-12-2011
Post by: DivineOverlord on July 12, 2011, 05:58:53 PM
That should only be for overpowered and up versions though, or an alternative balanced version.

...

Also... The Sephiroth over Yoshi has a new problem... The new fire GFX you used now disappears now after he's fought Marth... So his meteors are invisible sometimes now. Even without the meteor itself in the older versions, the fire gave you an idea of where the hit box is. ._.

Alright... I know this is early for suggestions like this, but is it possible to give him new beam sword attacks? What I mean is, when he's holding a beam sword. He fights like Marth does with one... Although like I said, too early for that. <_>

yeah its possible to give him new beam sword attacks, all you gotta do is swap the animations of the beam sword and your done XD


Title: Re: KH2/FF7/DIS Sephiroth V3.3 Revamp updated 7-12-2011
Post by: Tasty Pumpkin Clock on July 12, 2011, 06:12:44 PM
about sephy's wait animation, double check that, I guarantee his sword doesn't touch the ground XD

Oh you're right! My bad. Love the wing function change btw.


Title: Re: KH2/FF7/DIS Sephiroth V3.3 Revamp updated 7-12-2011
Post by: DivineOverlord on July 12, 2011, 06:19:20 PM
Oh you're right! My bad. Love the wing function change btw.

haha it almost fooled me too but when i looked closer I saw that his sword wasn't touching the gound :af:





Quote
Also... The Sephiroth over Yoshi has a new problem... The new fire GFX you used now disappears now after he's fought Marth... So his meteors are invisible sometimes now. Even without the meteor itself in the older versions, the fire gave you an idea of where the hit box is. ._.

that can be fixed by external graphics edits XD


Title: Re: KH2/FF7/DIS Sephiroth V3.3 Revamp updated 7-12-2011
Post by: Albafika on July 12, 2011, 06:20:20 PM
I don't like the swapping. Flying Up B is too OP, I'd rather have it be only Heaven's Light totally, maybe you could add an alternated version with only Heaven's Light? ._.


Title: Re: KH2/FF7/DIS Sephiroth V3.3 Revamp updated 7-12-2011
Post by: _Data_Drain_ on July 12, 2011, 06:23:30 PM
I don't like the swapping. Flying Up B is too OP, I'd rather have it be only Heaven's Light totally, maybe you could add an alternated version with only Heaven's Light? ._.
This, I agree here. I would only want the flight, if there was a good reason to sometimes not use it... Maybe for example, it would work like SDo0m's Drago Yoshi's flight, and Pit's weakness added. So more recovery, as well as risk if used wrong...

But I also want a version where the flight isn't there at all. Like I said, two versions would be fine by me.

Also, are you gonna re-add Hollow's physics changes? I liked his shorter jump height, but better air control.

And one more thing... I just noticed something... His entry animation lasts too long, he actually can't move for a bit longer then normal characters.


Title: Re: KH2/FF7/DIS Sephiroth V3.3 Revamp updated 7-12-2011
Post by: DivineOverlord on July 12, 2011, 06:23:33 PM
I don't like the swapping. Flying Up B is too OP, I'd rather have it be only Heaven's Light totally, maybe you could add an alternated version with only Heaven's Light? ._.

hmm that is possible, I'll do it the next time I upload.


Title: Re: KH2/FF7/DIS Sephiroth V3.3 Revamp updated 7-12-2011
Post by: _Data_Drain_ on July 12, 2011, 06:43:12 PM
Oh, one more thing, I think his throws are too powerful again, you might want to make it to where they can't kill until about... 200% or more. Some more then others, like up throw, and forward throw.

Also... Someone in Tormod's topic brought something up... Maybe his attacks could deal less damage? Like 2% less each?

I don't know though, I'll see what Wolfric thinks.

EDIT:
And... Dude... Down B air does a lot of damage... It does 23% if all three hits connect... Might want to tone that down a bit. ._.


Title: Re: KH2/FF7/DIS Sephiroth V3.3 Revamp updated 7-12-2011
Post by: Albafika on July 12, 2011, 07:22:44 PM
Oh, one more thing, I think his throws are too powerful again, you might want to make it to where they can't kill until about... 200% or more. Some more then others, like up throw, and forward throw.

Also... Someone in Tormod's topic brought something up... Maybe his attacks could deal less damage? Like 2% less each?

I don't know though, I'll see what Wolfric thinks.

EDIT:
And... Dude... Down B air does a lot of damage... It does 23% if all three hits connect... Might want to tone that down a bit. ._.
I totally agree on the % thing. It could be in the balancing.


Title: Re: KH2/FF7/DIS Sephiroth V3.3 Revamp updated 7-12-2011
Post by: Hackingstar on July 12, 2011, 07:28:16 PM
hey DO, when you get the chance, on the next update, could you input

http://www.mediafire.com/?n9j9n2tgqqocvap

Hollow's custom made victory poses?

They are:
Win1
Win1Wait
Win2
Win2Wait


Title: Re: KH2/FF7/DIS Sephiroth V3.3 Revamp updated 7-12-2011
Post by: DivineOverlord on July 12, 2011, 07:40:13 PM
oh alright, guess ill do that when i get back from running. along with alternate version where he doesnt fly.


Title: Re: KH2/FF7/DIS Sephiroth V3.3 Revamp updated 7-12-2011
Post by: _Data_Drain_ on July 12, 2011, 07:55:20 PM
oh alright, guess ill do that when i get back from running. along with alternate version where he doesnt fly.
Don't forget to look over some of the feedback you've gotten, like giving him the physics Hollow added. And some of the other things.


Title: Re: KH2/FF7/DIS Sephiroth V3.3 Revamp updated 7-12-2011
Post by: DivineOverlord on July 12, 2011, 08:36:48 PM
im back. should I revamp sephy's grab attack and grab wait to be the same as Tormod's? it can be done rather quickly.


Title: Re: KH2/FF7/DIS Sephiroth V3.3 Revamp updated 7-12-2011
Post by: Hackingstar on July 12, 2011, 08:41:59 PM
im back. should I revamp sephy's grab attack and grab wait to be the same as Tormod's? it can be done rather quickly.

you can do that? SWEET. then yes you should. but let the others answer before you do so *points to data, wolfric, AoD, NyanCatman, and others*


Title: Re: KH2/FF7/DIS Sephiroth V3.3 Revamp updated 7-12-2011
Post by: Ultraxwing on July 12, 2011, 08:44:09 PM
Defenitely.

i think Having a grab the way Tormod has it.

hell the whole lefthanded thing will make this hack defenitely unique.

it's marth but... left handed?

yes. i suggest you do this. atleast do it for the people who really would love the true authenticity.


Title: Re: KH2/FF7/DIS Sephiroth V3.3 Revamp updated 7-12-2011
Post by: DivineOverlord on July 12, 2011, 08:46:54 PM
Defenitely.

i think Having a grab the way Tormod has it.

hell the whole lefthanded thing will make this hack defenitely unique.

it's marth but... left handed?

yes. i suggest you do this. atleast do it for the people who really would love the true authenticity.


oh yeah i forgot to mentioned, it will be the same as Tormod's except right handed lol...I haven't had a chance to see how to change hands yet.


Title: Re: KH2/FF7/DIS Sephiroth V3.3 Revamp updated 7-12-2011
Post by: Albafika on July 12, 2011, 08:47:11 PM
Guys, guys. Just be patient, I think you should focus on other stuff, DO, and let the things he's made intact, don't over do uneeded work. xD


Title: Re: KH2/FF7/DIS Sephiroth V3.3 Revamp updated 7-12-2011
Post by: Ultraxwing on July 12, 2011, 08:49:43 PM
Well, Tormod posted a video on his post on how to mirror something like that.

look into it.

i don't have the time ATM. and my computer can't edit Brawlstuff atm either...

i need to get something done for people i promised. (probably won't get done...)

anyway. i love the new stuff done with Sephiroth. it's amazing. and he's more balanced. so yay for balance.


Title: Re: KH2/FF7/DIS Sephiroth V3.3 Revamp updated 7-12-2011
Post by: DivineOverlord on July 12, 2011, 08:49:51 PM
ok then, what do you guys want for the update for the night? I have the physics done and alternate version of UP B done so far. I could do some animation but yeaaaaa up to you guys or I'll move on to mew XD


Title: Re: KH2/FF7/DIS Sephiroth V3.3 Revamp updated 7-12-2011
Post by: Hackingstar on July 12, 2011, 08:50:36 PM
ok then, what do you guys want for the update for the night? I have the physics done and alternate version of UP B done so far. I could do some animation but yeaaaaa up to you guys or I'll move on to mew XD

...i'd rather not say. (it's me being stupid) guys?


Title: Re: KH2/FF7/DIS Sephiroth V3.3 Revamp updated 7-12-2011
Post by: _Data_Drain_ on July 12, 2011, 08:51:54 PM
Guys, guys. Just be patient, I think you should focus on other stuff, DO, and let the things he's made intact, don't over do uneeded work. xD
I agree here. DO should focus on programming, since the animations will be redone later... It would be pointless to do so now.

He should work on the balance.


Title: Re: KH2/FF7/DIS Sephiroth V3.3 Revamp updated 7-12-2011
Post by: Hackingstar on July 12, 2011, 08:52:36 PM
@Data and Wolfric

agreed.


Title: Re: KH2/FF7/DIS Sephiroth V3.3 Revamp updated 7-12-2011
Post by: Gamma Ridley on July 12, 2011, 08:53:30 PM
I say do animations, DO.

Switching over to Mew wouldn't really be a good idea right now, because I'm gonna be out of town for the week and I won't be there at all to work with you. XD


Title: Re: KH2/FF7/DIS Sephiroth V3.3 Revamp updated 7-12-2011
Post by: Hackingstar on July 12, 2011, 08:54:16 PM
I say do animations, DO.

Switching over to Mew wouldn't really be a good idea right now, because I'm gonna be out of town for the week and I won't be there at all to work with you. XD

agreed...at least i agree..guys?


Title: Re: KH2/FF7/DIS Sephiroth V3.3 Revamp updated 7-12-2011
Post by: DivineOverlord on July 12, 2011, 08:54:28 PM
^ alrighty then, I'll put up a super weak version of sepy and keep the current balanced one for those who want him just a tad bit stronger.


Title: Re: KH2/FF7/DIS Sephiroth V3.3 Revamp updated 7-12-2011
Post by: Hackingstar on July 12, 2011, 08:55:05 PM
uh i don't mean to toot the horn but...NINJA'D


Title: Re: KH2/FF7/DIS Sephiroth V3.3 Revamp updated 7-12-2011
Post by: Ultraxwing on July 12, 2011, 08:56:26 PM
Yeah animate him later.

he's good for how he is at the moment.


Title: Re: KH2/FF7/DIS Sephiroth V3.3 Revamp updated 7-12-2011
Post by: _Data_Drain_ on July 12, 2011, 08:57:51 PM
^ alrighty then, I'll put up a super weak version of sepy and keep the current balanced one for those who want him just a tad bit stronger.
Super weak? How much so? He shouldn't be bottom tier you know. XD

Just balanced out in damage. And somewhat in kill power.

Also re-add that forward smash Hollow did, I feel that was a step in the right direction.


Title: Re: KH2/FF7/DIS Sephiroth V3.3 Revamp updated 7-12-2011
Post by: DivineOverlord on July 12, 2011, 09:00:03 PM
Super weak? How much so? He shouldn't be bottom tier you know. XD

Just balanced out in damage. And somewhat in kill power.

Also re-add that forward smash Hollow did, I feel that was a step in the right direction.

mkay that would be EZ



so to be clear - you guys don't want any new animations right now right until Tormod adds it in? just double checkin


Title: Re: KH2/FF7/DIS Sephiroth V3.3 Revamp updated 7-12-2011
Post by: Hackingstar on July 12, 2011, 09:02:39 PM
 :-\ guys?


Title: Re: KH2/FF7/DIS Sephiroth V3.3 Revamp updated 7-12-2011
Post by: Ultraxwing on July 12, 2011, 09:06:55 PM
Pretty much.

atleast add in your wing animation. this gives life to sephiroth's wing.

oh and put in hollow's victory poses (i haven't downloaded the newest one yet so i'm not sure if that's been put in there.)

yeah that's about it. until Tormod is done, then animation updates can truly commence.


Title: Re: KH2/FF7/DIS Sephiroth V3.3 Revamp updated 7-12-2011
Post by: Hackingstar on July 12, 2011, 09:09:33 PM
Pretty much.

atleast add in your wing animation. this gives life to sephiroth's wing.

oh and put in hollow's victory poses (i haven't downloaded the newest one yet so i'm not sure if that's been put in there.)

yeah that's about it. until Tormod is done, then animation updates can truly commence.


you just got NINJA'D. cuz i already mentioned hollow's victory poses. but i guess it wouldn't hurt for a little reminding.


Title: Re: KH2/FF7/DIS Sephiroth V3.3 Revamp updated 7-12-2011
Post by: DivineOverlord on July 12, 2011, 09:10:29 PM
Pretty much.

atleast add in your wing animation. this gives life to sephiroth's wing.

oh and put in hollow's victory poses (i haven't downloaded the newest one yet so i'm not sure if that's been put in there.)

yeah that's about it. until Tormod is done, then animation updates can truly commence.

but if I put in the new wing animation that I made, I'm gonna have to change the grab attack, and grab wait animation or the new wings will go over his sword. lol...I can quickly make the new grab attack / wait animations its pretty simple.


Title: Re: KH2/FF7/DIS Sephiroth V3.3 Revamp updated 7-12-2011
Post by: Ultraxwing on July 12, 2011, 09:12:16 PM
oh.

well do whatever you think is necessary. you are making this.


sofar it's pretty beast.


Title: Re: KH2/FF7/DIS Sephiroth V3.3 Revamp updated 7-12-2011
Post by: Hollow on July 12, 2011, 10:29:14 PM
Sorry I haven't been on here. I've spent half of the day failingly trying to install NeoGamma. I finally got it. @_@


Title: Re: KH2/FF7/DIS Sephiroth V3.3 Revamp updated 7-12-2011
Post by: Tormod on July 12, 2011, 10:29:53 PM
If you wanted stuff that I already made.. you can just ask for it.. It only takes a second to switch them back to right handed and upload a few animations. Unless Divine is planning on doing all the animating himself. Here they are: http://www.mediafire.com/?o5ke5151lwo7dfg


Title: Re: KH2/FF7/DIS Sephiroth V3.3 Revamp updated 7-12-2011
Post by: Hackingstar on July 12, 2011, 10:36:37 PM
:o THANKS BRO. (just saying thanks for you joining this project...your a...ANIMATION GOD. :happy:)

oh and DO, here's the tutorial on the hand switch thing

http://www.youtube.com/watch?v=PcgVo5T6QQ4


Title: Re: KH2/FF7/DIS Sephiroth V3.3 Revamp updated 7-12-2011
Post by: DivineOverlord on July 12, 2011, 10:41:14 PM
If you wanted stuff that I already made.. you can just ask for it.. It only takes a second to switch them back to right handed and upload a few animations. Unless Divine is planning on doing all the animating himself. Here they are: [url]http://www.mediafire.com/?o5ke5151lwo7dfg[/url]


oh thanks!!! much appreciated. I'll add you as a collab once I upload the update in a few mins.  :af:  :af:  :af:

whoa these animations are GOOD! nice work Tormod!


Title: Re: KH2/FF7/DIS Sephiroth V3.3 Revamp updated 7-12-2011
Post by: Hackingstar on July 12, 2011, 10:42:26 PM
http://www.youtube.com/watch?v=vdL8rVMp55I


Title: Re: KH2/FF7/DIS Sephiroth V3.3 Revamp updated 7-12-2011
Post by: DivineOverlord on July 12, 2011, 10:52:11 PM
[url]http://www.youtube.com/watch?v=vdL8rVMp55I[/url]



YES! I'm done with the update. This update will be version 3.5. It has many improvements and new dash and I added Tormod's grab animations. I just need to remake the OP OG VW versions and Im done for the day with sephy XD


Title: Re: KH2/FF7/DIS Sephiroth V3.3 Revamp updated 7-12-2011
Post by: Hackingstar on July 12, 2011, 10:53:07 PM
does this mean he'll be left-handed?  :o


Title: Re: KH2/FF7/DIS Sephiroth V3.3 Revamp updated 7-12-2011
Post by: DivineOverlord on July 12, 2011, 10:54:11 PM
does this mean he'll be left-handed?  :o

oh no not yet, i haven't looked at the video yet. Version 4.0 will be left handed for sure though.


Title: Re: KH2/FF7/DIS Sephiroth V3.3 Revamp updated 7-12-2011
Post by: Hackingstar on July 12, 2011, 10:55:35 PM
alright then. until that time comes, *waits patiently*


Title: Re: KH2/FF7/DIS Sephiroth V3.3 Revamp updated 7-12-2011
Post by: DivineOverlord on July 12, 2011, 11:02:20 PM
ok so far I added 3 new animations to this update along with Tormod's grab animations

for his side Smash attack this is how it works now:

no charge: he does one slash
medium charge: he does two slashes
full charge: he does 4 slashes

new dash attack, which is way way better than version 3.3

added hollow's physics


what else am i missing?


Title: Re: KH2/FF7/DIS Sephiroth V3.3 Revamp updated 7-12-2011
Post by: Hackingstar on July 12, 2011, 11:06:54 PM
all of what's left? as far as i know so far we need

a new n-air

and new b-air


Title: Re: KH2/FF7/DIS Sephiroth V3.3 Revamp updated 7-12-2011
Post by: Ultraxwing on July 12, 2011, 11:07:30 PM
Did you add Hollow's Victory poses?

and the custom wing animation?


Title: Re: KH2/FF7/DIS Sephiroth V3.3 Revamp updated 7-12-2011
Post by: _Data_Drain_ on July 12, 2011, 11:08:45 PM
ok so far I added 3 new animations to this update along with Tormod's grab animations

for his side Smash attack this is how it works now:

no charge: he does one slash
medium charge: he does two slashes
full charge: he does 4 slashes

new dash attack, which is way way better than version 3.3

added hollow's physics


what else am i missing?
Wait, no. No two slashes, just a single slash for all charges, all except full charge, which is Octoslash.


Title: Re: KH2/FF7/DIS Sephiroth V3.3 Revamp updated 7-12-2011
Post by: DivineOverlord on July 12, 2011, 11:08:51 PM
all of what's left? as far as i know so far we need

a new n-air

and new b-air

what could those animations look  like? I probably can make it tonight if I have a good video of it.


Did you add Hollow's Victory poses?

and the custom wing animation?

yup yup, this  update is sooo epic!!!!


@data -  no worries, this worked out really well. you'll see ;)


Title: Re: KH2/FF7/DIS Sephiroth V3.3 Revamp updated 7-12-2011
Post by: Ultraxwing on July 12, 2011, 11:09:50 PM
So cannot wait for this update.

and i'll probably look into that video Tormod made. and make all the animations Lefthanded myself. =P


Title: Re: KH2/FF7/DIS Sephiroth V3.3 Revamp updated 7-12-2011
Post by: _Data_Drain_ on July 12, 2011, 11:13:11 PM
DO, did you read my post?

Also getting back to what's missing... Maybe some end lag on forward air? So it doesn't have landing lag canceling.


Title: Re: KH2/FF7/DIS Sephiroth V3.3 Revamp updated 7-12-2011
Post by: DivineOverlord on July 12, 2011, 11:15:45 PM
DO, did you read my post?

Also getting back to what's missing... Maybe some end lag on forward air? So it doesn't have landing lag canceling.

yeah, I read your post. I did see about your concern with Down B in air and everything else that was concerning damage values. which is why im also putting up a weak version. oh yeah, after adding hollow's physic's it was pretty hard to spam AIR F.


Title: Re: KH2/FF7/DIS Sephiroth V3.3 Revamp updated 7-12-2011
Post by: Ultraxwing on July 12, 2011, 11:17:11 PM
Well.. i can't do this tutorial my computer's sound card just esploded...

can Tormod do a Written tutorioal?


Title: Re: KH2/FF7/DIS Sephiroth V3.3 Revamp updated 7-12-2011
Post by: _Data_Drain_ on July 12, 2011, 11:18:19 PM
yeah, I read your post. I did see about your concern with Down B in air and everything else that was concerning damage values. which is why im also putting up a weak version. oh yeah, after added hollow's physic's it was pretty hard to spam AIR F.
Alright, good.

But I feel the three versions of the forward smash would be odd for the balanced version... However... Keep it for the overpowered version. That could be a good boss like move.


Title: Re: KH2/FF7/DIS Sephiroth V3.3 Revamp updated 7-12-2011
Post by: DivineOverlord on July 12, 2011, 11:19:18 PM
Alright, good.

But I feel the three versions of the forward smash would be odd for the balanced version... However... Keep it for the overpowered version. That could be a good boss like move.

wait till you see it before judging it XD...I really like the way I have it right now. I'm just adjusting the damages right now and testing. I'll upload it within an hour.  8)


Title: Re: KH2/FF7/DIS Sephiroth V3.3 Revamp updated 7-12-2011
Post by: Hackingstar on July 12, 2011, 11:22:58 PM
for the next update you mentioned (not 3.5, but v4, we'll need)

a new n-air, this wolfric suggested


(http://www.gifninja.com/animatedgifs/72894/sephy.gif)

b-air will have to be a custom one. maybe this?

http://www.youtube.com/watch?v=s-x_iz4x2DE

0:14, 0:48


Title: Re: KH2/FF7/DIS Sephiroth V3.3 Revamp updated 7-12-2011
Post by: Ultraxwing on July 12, 2011, 11:24:35 PM
Whoa N-Air. like that would be nice.

And B-Air would look epic that way as well.


Title: Re: KH2/FF7/DIS Sephiroth V3.3 Revamp updated 7-12-2011
Post by: DivineOverlord on July 12, 2011, 11:25:37 PM
for the next update you mentioned (not 3.5, but v4, we'll need)

a new n-air, this wolfric suggested


([url]http://www.gifninja.com/animatedgifs/72894/sephy.gif[/url])

b-air will have to be a custom one. maybe this?

[url]http://www.youtube.com/watch?v=s-x_iz4x2DE[/url]

0:14



Cool. I'll try making the animation for the attack air N right now. I still have an hour left free XD


Title: Re: KH2/FF7/DIS Sephiroth V3.3 Revamp updated 7-12-2011
Post by: Hackingstar on July 12, 2011, 11:30:42 PM
...SWEET  :happy:


Title: Re: KH2/FF7/DIS Sephiroth V3.3 Revamp updated 7-12-2011
Post by: _Data_Drain_ on July 12, 2011, 11:33:39 PM
wait till you see it before judging it XD...I really like the way I have it right now. I'm just adjusting the damages right now and testing. I'll upload it within an hour.  8)
Alright... I'll judge it fairly. But it's still odd for a smash attack, to act a bit like a B button move.

But then again, I'll see when you release this version.


Title: Re: KH2/FF7/DIS Sephiroth V3.3 Revamp updated 7-12-2011
Post by: DivineOverlord on July 12, 2011, 11:37:00 PM
Alright... I'll judge it fairly. But it's still odd for a smash attack, to act a bit like a B button move.

But then again, I'll see when you release this version.

:af: okie


Edit: I'm done with the new attack N animation  :af:


Title: Re: KH2/FF7/DIS Sephiroth V3.3 Revamp updated 7-12-2011
Post by: _Data_Drain_ on July 13, 2011, 12:25:21 AM
:af: okie


Edit: I'm done with the new attack N animation  :af:
Oh? Nice work. :)

I look forward to that.


Title: Re: KH2/FF7/DIS Sephiroth V3.3 Revamp updated 7-12-2011
Post by: DivineOverlord on July 13, 2011, 12:35:31 AM
Oh? Nice work. :)

I look forward to that.

yup and now im done revamping attack air low to the way you recommended. :D...now doing a few more tests in game.


Title: Re: KH2/FF7/DIS Sephiroth V3.3 Revamp updated 7-12-2011
Post by: _Data_Drain_ on July 13, 2011, 12:40:39 AM
yup and now im done revamping attack air low to the way you recommended. :D...now doing a few more tests in game.
Ah, so he'll go upward now? Like in Dissidia? Good, this should fix the balance flaws if he has no hit box as he's going up.


Title: Re: KH2/FF7/DIS Sephiroth V3.3 Revamp updated 7-12-2011
Post by: DivineOverlord on July 13, 2011, 12:45:11 AM
Ah, so he'll go upward now? Like in Dissidia? Good, this should fix the balance flaws if he has no hit box as he's going up.

yup and it looks so DAMN GOOD!! I can't believe how well it turned out, unfortunately i have to revamp the landing low animation. but im almost done. XD


Title: Re: KH2/FF7/DIS Sephiroth V3.3 Revamp updated 7-12-2011
Post by: _Data_Drain_ on July 13, 2011, 01:00:50 AM
yup and it looks so DAMN GOOD!! I can't believe how well it turned out, unfortunately i have to revamp the landing low animation. but im almost done. XD
Very good then, I'm really looking forward to this.


Title: Re: KH2/FF7/DIS Sephiroth V3.3 Revamp updated 7-12-2011
Post by: Ultraxwing on July 13, 2011, 01:30:13 AM
My patience wears thin.

this better be better then that Duke Nukem Game.


Title: Re: KH2/FF7/DIS Sephiroth V3.3 Revamp updated 7-12-2011
Post by: _Data_Drain_ on July 13, 2011, 01:36:30 AM
Be patient, it will be out soon...

I just hope I won't be too tired to give proper feedback. :(


Title: Re: KH2/FF7/DIS Sephiroth V3.3 Revamp updated 7-12-2011
Post by: DivineOverlord on July 13, 2011, 01:38:08 AM
Be patient, it will be out soon...

I just hope I won't be too tired to give proper feedback. :(

k im done with all the animations i wanted. I'm just gonna make the alternate version then I'll upload....sorry it took longer than I thought.


Title: Re: KH2/FF7/DIS Sephiroth V3.3 Revamp updated 7-12-2011
Post by: _Data_Drain_ on July 13, 2011, 01:43:17 AM
k im done with all the animations i wanted. I'm just gonna make the alternate version then I'll upload....sorry it took longer than I thought.
It's alright, you can't rush something like this anyway. :P


Title: Re: KH2/FF7/DIS Sephiroth V3.3 Revamp updated 7-12-2011
Post by: DivineOverlord on July 13, 2011, 02:29:51 AM
This is mainly an animation revamp of version 3.3

Here are the changes:

+New wait 1
+New Wing Animations
+Added Tormod's Grab Animations :D
+New Attack Air N animation by DO
+I revamped Attack Air Low animations and Landing animation
+Revamped Dash Attack
+Fixed damages values
+Added Physic's from Hollow's V3
+Added Hollow's Throw Animations
+Fixed all animations so that they are smooth transitioned.
+Edited his external graphics for black materia
+UP B in Air can now grab a ledge
+ Added Hollow's grab and specials from his version 3.0
+Revamped other stuff
+More

+ Revamped Side Smash Octoslash
--No Charge: Sephy does one slash
--Medium Charge: Sephy does 2 slashes
--Full Charge: Octoslash (4 slash combo)



THings I already know

- when casting spells and releasing a level one charge, his wings will disappear for 13 frames and reappear, this is because of a case 0-0 being delayed to prevent spamming.
- Balanced version may need rebalancing but I'm not sure where



There are several Versions to this PSA that I added

+ Weak Version: Most attacks do 2-5 less damages than the normal version
+ Normal Version: Regular as version 3.3
+ OP version: Does double the damage than regular version, 100 jumps, and weights 150
+ OG version: Does Triple-Double damage than regular version, 100 jumps, and weight 200

-------------------------------------

There are 3 other versions in regards to UP B special

+ A version where only Heaven's Light is his up B special
+ Another Version where only Flying is his UP B special
+ Another Version where the following happens
---+WHEN HIS WINGS ARE OUT HE WILL FLY FOR UP B
---+WHEN HIS WINGS ARE NOT OUT HE WILL USE HEAVENS LIGHT FOR UP B






>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>


Brawl Vault: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=16571


Title: Re: KH2/FF7/DIS Sephiroth V3.3 Revamp updated 7-12-2011
Post by: _Data_Drain_ on July 13, 2011, 02:54:35 AM
Okay, after a bit of testing... I love the weak version, I feel this one's pretty well balanced, since the second version of forward smash is kind of a comboing move, and Octoslash is a killing move. Although... Maybe make it have more kill power on the sour spot? Just enough to make fully charging it more worth it.

Next off... I like the animation for neutral air, however I feel it needs more end lag, here's how I can see it, forward air is the one with less end lag of the two moves. Neutral air has less start up time then forward air, but more ending lag... That's how I feel it should be.

I LOVE the new down air! It's much better in balance then the old one!

Now onto some cons... Nothing major, just stuff that should be fixed.

His grab needs more start up, and end lag, look at how Link's grab works for an idea of how it should work.

And his throws are pretty powerful, maybe nerf them... Although making his grab more risky might balance this out some.

Over all, I like this update, keep up the great work dude. :)


Title: Re: KH2/FF7/DIS Sephiroth V3.5 Revamp updated 7-13-2011
Post by: Ultraxwing on July 13, 2011, 03:01:40 AM
Yes, everything _Data_Drain_ Said is exactly how i feel.

his throws are killer. but make it where his Grab animation has more endlag if it misses much like Link's Samus's ETC seeing how he has range of the gods. make his Grab range act like the other Range of the God characters.

How his neutral grab. it looks wonky like his leg raises. i don't care but it's also harder to grab with than his Dash Grab.

Make his Grab Backwards slightly more nerfed. his grabs are very killer.

I enjoy how the weak version is done. but i think he needs to be a little bit ligher. Sephiroth isn't a heavy character. i think he needs to be killed a little bit easier. i mean i fought Spiderman. and he could barely kill me. or it could just be me and i can live forever (when i play Peach 'mah main =D' i can live sometimes around the 190% values.) but sephiroth is rather heavy.


but this is a very minor detail. it can stay the same.

oh and his Side smash is beautiful. this works very well. and it prevents me from spamming people from a distance. so this will cause less complaints.

Hell's gate is more dangerous now. i actually died by misjudging where the edge was and flew downwards to my death.

and hell's gate isn't as killer as it was. and it has a second of warning before it hits. so it's easier to detect now.


everything is pretty much epic and a little but better. all that's really needed now is animation tweeks and lefthandedness.


Title: Re: KH2/FF7/DIS Sephiroth V3.5 Revamp updated 7-13-2011
Post by: DivineOverlord on July 13, 2011, 03:04:50 AM
Okay, after a bit of testing... I love the weak version, I feel this one's pretty well balanced, since the second version of forward smash is kind of a comboing move, and Octoslash is a killing move. Although... Maybe make it have more kill power on the sour spot? Just enough to make fully charging it more worth it.

Next off... I like the animation for neutral air, however I feel it needs more end lag, here's how I can see it, forward air is the one with less end lag of the two moves. Neutral air has less start up time then forward air, but more ending lag... That's how I feel it should be.

I LOVE the new down air! It's much better in balance then the old one!

Now onto some cons... Nothing major, just stuff that should be fixed.

His grab needs more start up, and end lag, look at how Link's grab works for an idea of how it should work.

And his throws are pretty powerful, maybe nerf them... Although making his grab more risky might balance this out some.

Over all, I like this update, keep up the great work dude. :)

hhaha thanks and yeah, the new grab does have a long range than the old one. I found it easier to grab players XD....im off to bed now, I might update the motion file with weaker throws and grab lags today or tomorrow.


Title: Re: KH2/FF7/DIS Sephiroth V3.5 Revamp updated 7-13-2011
Post by: _Data_Drain_ on July 13, 2011, 03:05:55 AM
hhaha thanks and yeah, the new grab does have a long range than the old one. I found it easier to grab players XD....im off to bed now, I might update the motion file with weaker throws and grab lags today or tomorrow.
Alright, I look forward to tomorrow then. :P

In the mean time, I'm just gonna keep testing him out some more.


Title: Re: KH2/FF7/DIS Sephiroth V3.5 Revamp updated 7-13-2011
Post by: DivineOverlord on July 13, 2011, 03:11:27 AM
Alright, I look forward to tomorrow then. :P

In the mean time, I'm just gonna keep testing him out some more.

edit nevermind, i just finished weakening his throws and slowed his grab just a bit. I'll upload it now then sleep XD


Title: Re: KH2/FF7/DIS Sephiroth V3.5 Revamp - 7-13-11 reuploaded 4 weaker throws and grabs
Post by: _Data_Drain_ on July 13, 2011, 03:27:42 AM
edit nevermind, i just finished weakening his throws and slowed his grab just a bit. I'll upload it now then sleep XD
Alright, just tested this out a bit, the standing throw does indeed have more end lag, however you need to fix the dash grab too. XD

But that can wait til tomorrow.

Edit:
Although the throws still have a lot of power to them... Did you forget to upload the nerfed throws pac? And release just the motion file? Oh well... As I said, that can wait until tomorrow. :P


Title: Re: KH2/FF7/DIS Sephiroth V3.5 Revamp - 7-13-11 reuploaded 4 weaker throws and grabs
Post by: Tasty Pumpkin Clock on July 13, 2011, 03:51:15 AM
This update was so awesome that it actually made me start laughing. : D

Few things though...

Up Smash: the sword still goes into the ground.

Forward Smash: I love how this works now, and I love how when the first charge is finished there's that flash to let you know, I think that should happen again for the second charge instead of that darkness effect. It just seems out of place...

Dash attack: The animation seems sort of rushed.. but that can always be improved later.

Oh and AerialForward's animation is still going to be changed right?

Other than that everything is amazing... especially love how the AerialDown works now.


Title: Re: KH2/FF7/DIS Sephiroth V3.5 Revamp - 7-13-11 reuploaded 4 weaker throws and grabs
Post by: Tormod on July 13, 2011, 06:16:06 AM
Well if someone else plans to make him left handed, I might as well upload the models for it eh? that's half the work right there XD http://www.mediafire.com/?ace8i3ktknsccm2 Since the model's are a necessity to include to make him left handed, we'll have to colab Aafyre as well. I can't wait to test out the new Sephiroth.. so much has changed! And in that file I animated the left wing because then it ends up on the right side when you make him left handed. I really care what wing animation you use but the animation will have to go on the left wing.


Title: Re: KH2/FF7/DIS Sephiroth V3.5 Revamp - 7-13-11 reuploaded 4 weaker throws and grabs
Post by: Hollow on July 13, 2011, 06:20:27 AM
Well if someone else plans to make him left handed, I might as well upload the models for it eh? that's half the work right there XD [url]http://www.mediafire.com/?ace8i3ktknsccm2[/url] Since the model's are a necessity to include to make him left handed, we'll have to colab Aafyre as well. I can't wait to test out the new Sephiroth.. so much has changed! And in that file I animated the left wing because then it ends up on the right side when you make him left handed. I really care what wing animation you use but the animation will have to go on the left wing.

The wing goes on his right side.


Title: Re: KH2/FF7/DIS Sephiroth V3.5 Revamp - 7-13-11 reuploaded 4 weaker throws and grabs
Post by: Tormod on July 13, 2011, 06:23:03 AM
The wing goes on his right side.

I know, which is why the left one must be the animated one, because when you switch him to left handed, the wing will also switch sides.


Title: Re: KH2/FF7/DIS Sephiroth V3.5 Revamp - 7-13-11 reuploaded 4 weaker throws and grabs
Post by: xZedkiel on July 13, 2011, 06:42:18 AM
Hollow, it says it right there XD
And in that file I animated the left wing because then it ends up on the right side when you make him left handed.


Title: Re: KH2/FF7/DIS Sephiroth V3.5 Revamp - 7-13-11 reuploaded 4 weaker throws and grabs
Post by: Albafika on July 13, 2011, 06:52:37 AM
I like this for Fair: ([url]http://www.gifninja.com/animatedgifs/72883/sephy.gif[/url]) I suggested this one as Nair before, too: ([url]http://www.gifninja.com/animatedgifs/72894/sephy.gif[/url]) That for Bair? I'm not too sure...
Here's the Fair I suggested. I finally found it. :P The attack is faster than how the GIF shows, I slowed it so it can be seen. lol

Feedback:

And I agree with Data. for the weak version, add the Octaslash that Hollow did (Fast Octaslash, and a single Fsmash), if you don't have the file, I have it, so let me know.

Aerial Side B: Can't it be made so that he stays still after it, he shouldn't be sliding forward after doing it.

Grab: He kinda lookd odd when he misses grabbing, can't it be made to look as it was, and if he does grabs, to lift the sword up, then?

Down Air: Can't it be made so that you can move to the left or right as before? Right now it's working just like Toon Link's, not like the actual  attack works.

Down Throw: We all suggested the opponent doesn't flies, instead, stays on the floor like Snake does with his Down Throw, it'd be nice if it was implemented.

The Pivot Grab is still a normal Grab (Hand grabbing), check on that.

Up B (Heaven's Light) needs to go up a bit less than Marth's, but with more horizontal reach, also, it needs startup, and needs to slowly go up, like in Dissidia.


Title: Re: KH2/FF7/DIS Sephiroth V3.5 Revamp - 7-13-11 reuploaded 4 weaker throws and grabs
Post by: Hackingstar on July 13, 2011, 07:49:47 AM
yo zedkiel, the jump to hell's gate has been added. you best be working on editing the sfx more yo. XD

also DO, when you get the chance, can you edit the d-air (Hell's gate) to make it only pop up one sfx instead of many sfx? (it's for xZedkiel's sake he loves Sephiroth's dissidia quotes) so what i'm saying is, can you make d-air only make one sfx come up?) xzedkiel wants to edit it so sephiroth can say ("To the Promised Land")

and for the adding sfx through psa for d-air, could you make it be

SFX ID - 0698 = Wave2 (i know it's a short sound) BUT...when this version of sawndz releases
http://forums.kc-mm.com/index.php?topic=22464.0

sfx hacks by then will be UNLIMITED long. by then, xzedkiel will be able to edit the sfx to make Sephiroth say "To the Promised Land" so yeah. can you handle this task DO? (the sfx id work)


Title: Re: KH2/FF7/DIS Sephiroth V3.5 Revamp - 7-13-11 reuploaded 4 weaker throws and grabs
Post by: Aafyre on July 13, 2011, 09:59:39 AM
I have a couple more questions regarding my inevitable revamp of the vertex. Since he'll want to end up being left-handed, should I start from the model that Tormod just uploaded? (has it been altered at all?) Or is that process done entirely through the fitmarth/motionetc files?

 Also, this is a very minor question, but is it possible to change the color of his wing for different color slots? If I were to make a Kingdom Hearts version, he has kind of a blue-ish wing. If that's not possible, I don't think anyone would mind him having a black wing.


Title: Re: KH2/FF7/DIS Sephiroth V3.5 Revamp - 7-13-11 reuploaded 4 weaker throws and grabs
Post by: _Data_Drain_ on July 13, 2011, 11:30:40 AM

And I agree with Data. for the weak version, add the Octaslash that Hollow did (Fast Octaslash, and a single Fsmash), if you don't have the file, I have it, so let me know.
Well, honestly what he needs is the fast Octoslash, I'm actually fine with the current set up, since that's actually how Aaf wanted it, the three levels of charge. And the first two have no kill power at all, actually. His second charge is only good for combos.

But the final charge, since it take a pretty good bit to fully charge, it should be a faster version of Octoslash, with the sour spot being able to kill also (not as well as the tip though)... But... Maybe it can still have major end lag? So there's some risk in using it...?

Aerial Side B: Can't it be made so that he stays still after it, he shouldn't be sliding forward after doing it.
Yeah, I agree here actually. He needs to stay still after the dash. This would balance it out a bit more.

Down Air: Can't it be made so that you can move to the left or right as before? Right now it's working just like Toon Link's, not like the actual attack works.
Hm... Yeah, that would be nice if possible. However I feel he would also need as much end lag as he really has in Dissidia if this was done. Since the short hopped version would let him bounce all over the place.


Down Throw: We all suggested the opponent doesn't flies, instead, stays on the floor like Snake does with his Down Throw, it'd be nice if it was implemented.

The Pivot Grab is still a normal Grab (Hand grabbing), check on that.
Hm... This could be interesting, it would give that grab another purpose. And actually add more to his arsenal.

And yeah, before this is 100% finished, he needs a dash turn grab.

Up B (Heaven's Light) needs to go up a bit less than Marth's, but with more horizontal reach, also, it needs startup, and needs to slowly go up, like in Dissidia.
Yeah, also all parts of the blade having the same power. I feel this would truly make him more balanced, and unique. Since right now, he has a better recovery then most of the cast. And as such a "Jack of all Trades" Sephiroth is. He needs a weakness of some kind.


Title: Re: KH2/FF7/DIS Sephiroth V3.5 Revamp - 7-13-11 reuploaded 4 weaker throws and grabs
Post by: DivineOverlord on July 13, 2011, 12:31:54 PM
I have a couple more questions regarding my inevitable revamp of the vertex. Since he'll want to end up being left-handed, should I start from the model that Tormod just uploaded? (has it been altered at all?) Or is that process done entirely through the fitmarth/motionetc files?

 Also, this is a very minor question, but is it possible to change the color of his wing for different color slots? If I were to make a Kingdom Hearts version, he has kind of a blue-ish wing. If that's not possible, I don't think anyone would mind him having a black wing.

yeah that's possible. You can recolor the wing texture in the FitMarth.pac file to any color.....(looks over feedback and found one that was pretty good idea) I like the idea of a faster Octoslash for the full charge. I won't allow his charging to be changed though (in regards to side smash) since I think it's perfectly fine................oh and the grab animations that tormod made can be edited but yeaaa I'm taking a break from sephy till I have interest in working on him again XD (can happen today or any day  8) )


Title: Re: KH2/FF7/DIS Sephiroth V3.5 Revamp - 7-13-11 reuploaded 4 weaker throws and grabs
Post by: Tormod on July 13, 2011, 01:04:17 PM

Grab: He kinda lookd odd when he misses grabbing, can't it be made to look as it was, and if he does grabs, to lift the sword up, then?
Yes, it is like that to make the catch have a smooth transition to the catchwait animation. It also probably looks wierd because it was designed to transition into the wait animation that I made. It can be changed. The upward movement can  be put into the catch wait animation as long as it is long enough so that it doesn't loop back. although then every time he attacks it will move the sword upwards like hes catching someone afterwards unless you keep attacking.. this will have to be played around with a bit.

I have a couple more questions regarding my inevitable revamp of the vertex. Since he'll want to end up being left-handed, should I start from the model that Tormod just uploaded? (has it been altered at all?) Or is that process done entirely through the fitmarth/motionetc files?

 Also, this is a very minor question, but is it possible to change the color of his wing for different color slots? If I were to make a Kingdom Hearts version, he has kind of a blue-ish wing. If that's not possible, I don't think anyone would mind him having a black wing.
Yes it would save someone the trouble of having to rehex everything if you worked from this model  :D


Title: Re: KH2/FF7/DIS Sephiroth V3.5 Revamp - 7-13-11 reuploaded 4 weaker throws and grabs
Post by: Hackingstar on July 13, 2011, 01:10:06 PM
yeah that's possible. You can recolor the wing texture in the FitMarth.pac file to any color.....(looks over feedback and found one that was pretty good idea) I like the idea of a faster Octoslash for the full charge. I won't allow his charging to be changed though (in regards to side smash) since I think it's perfectly fine................oh and the grab animations that tormod made can be edited but yeaaa I'm taking a break from sephy till I have interest in working on him again XD

uh if your taking break then...hollow? tormod?, guess it's time for your parts. XD


Title: Re: KH2/FF7/DIS Sephiroth V3.5 Revamp - 7-13-11 reuploaded 4 weaker throws and grabs
Post by: DivineOverlord on July 13, 2011, 01:11:47 PM
uh if your taking break then...hollow? tormod?, guess it's time for your parts. XD

yeah but i can fix the throws trajectory and flight distance tonight while having his down throw leave the character on the ground instead of launching them.


Title: Re: KH2/FF7/DIS Sephiroth V3.5 Revamp - 7-13-11 reuploaded 4 weaker throws and grabs
Post by: Hackingstar on July 13, 2011, 01:15:38 PM
ok then, but if by then after you've done your parts and your taking your break (which you deserve XD), then hollow and tormod...that's when you'll come in i guess XD


Title: Re: KH2/FF7/DIS Sephiroth V3.5 Revamp - 7-13-11 reuploaded 4 weaker throws and grabs
Post by: Aafyre on July 13, 2011, 01:31:17 PM
Okay, and will all that hexing to reverse his model desync wifi? I'd also like to make a version that can be played normally, without desyncing wifi or requiring a PSA


Title: Re: KH2/FF7/DIS Sephiroth V3.5 Revamp - 7-13-11 reuploaded 4 weaker throws and grabs
Post by: _Data_Drain_ on July 13, 2011, 01:37:57 PM
yeah but i can fix the throws trajectory and flight distance tonight while having his down throw leave the character on the ground instead of launching them.
Sounds good to me. However, is it possible to make Sephiroth be able to move while using down air? Or is that not possible with the fact he goes upward now? Like I said though, this would need end lag like in Dissidia.

Although if this isn't possible, I like Hell's Gate the way it is now, but it would be nice to have it controllable.

And for some of the other changes... Maybe Hollow can do them?

Okay, and will all that hexing to reverse his model desync wifi? I'd also like to make a version that can be played normally, without desyncing wifi or requiring a PSA
It would likely desync. However, you can hex your vertexing onto a Wifi safe model I think...

Although, if you want his hair to be made from his cape. That will need bone editing... Which is not Wifi safe.

But you could make a version that doesn't need a PSA. Just be hexing the vertex sets on a normal model.


Title: Re: KH2/FF7/DIS Sephiroth V3.5 Revamp - 7-13-11 reuploaded 4 weaker throws and grabs
Post by: Aafyre on July 13, 2011, 01:40:14 PM
Sounds like a plan. I'd like to attempt this in the relatively near future.


Title: Re: KH2/FF7/DIS Sephiroth V3.5 Revamp - 7-13-11 reuploaded 4 weaker throws and grabs
Post by: Albafika on July 13, 2011, 02:09:12 PM
Well, honestly what he needs is the fast Octoslash, I'm actually fine with the current set up, since that's actually how Aaf wanted it, the three levels of charge. And the first two have no kill power at all, actually. His second charge is only good for combos.

But the final charge, since it take a pretty good bit to fully charge, it should be a faster version of Octoslash, with the sour spot being able to kill also (not as well as the tip though)... But... Maybe it can still have major end lag? So there's some risk in using it...?
It's just, right now it feels more like Marth's Side B (Not as a Fsmash) whose purpose is to only add damage to the attack when fully charged. Having Octaslash when fully charged is already too much, and now having a second one in middle charge? This gives Sephiroth too much punishing choices and unpredictable things, if we want to balance him out, it needs to be as it was before (Hollow's) as well as the time it takes to charge, it can't have a Smash' charge normal time considering how powerful Octaslash is.


Title: Re: KH2/FF7/DIS Sephiroth V3.5 Revamp - 7-13-11 reuploaded 4 weaker throws and grabs
Post by: _Data_Drain_ on July 13, 2011, 02:21:50 PM
It's just, right now it feels more like Marth's Side B (Not as a Fsmash) whose purpose is to only add damage to the attack when fully charged. Having Octaslash when fully charged is already too much, and now having a second one in middle charge? This gives Sephiroth too much punishing choices and unpredictable things, if we want to balance him out, it needs to be as it was before (Hollow's) as well as the time it takes to charge, it can't have a Smash' charge normal time considering how powerful Octaslash is.
Hm... That is true. At the least in the Weak Version he could have only two side smashes, and Octoslash could take longer to charge.

Where as in any version above the Weak Version, he could have three charges.

Hollow? Or whoever's gonna work on this? This might be good to add.


Title: Re: KH2/FF7/DIS Sephiroth V3.5 Revamp - 7-13-11 reuploaded 4 weaker throws and g
Post by: DivineOverlord on July 13, 2011, 02:48:36 PM
No offense but I don't like that idea at all....i'll allow this for the w weak version but none others.


Title: Re: KH2/FF7/DIS Sephiroth V3.5 Revamp - 7-13-11 reuploaded 4 weaker throws and grabs
Post by: _Data_Drain_ on July 13, 2011, 03:02:48 PM
No offense but I don't like that idea at all....i'll allow this for the w weak version but none others.
Alright, fair enough, since the weak one is well... Weaker. XD

I'm also wondering... Would it be a bad idea to make him just a LITTLE bit lighter? I'm just thinking since he has so many moves, he should be easier to kill as a trade off.

As he is now, he's a "Jack of all Trades" kinda character. Making him just a LITTLE lighter might work out...

Although, like I said, I'm not sure about this though.


Title: Re: KH2/FF7/DIS Sephiroth V3.5 Revamp - 7-13-11 reuploaded 4 weaker throws and grabs
Post by: Hackingstar on July 13, 2011, 03:05:21 PM
No offense but I don't like that idea at all....i'll allow this for the w weak version but none others.

fair enough, (to me, the weaker version means more slashing time XD) and also, when tormod returns to hacking (tomorrow he said earlier this week), then perhaps v4 of sephiroth will start it's progress. XD


Title: Re: KH2/FF7/DIS Sephiroth V3.5 Revamp - 7-13-11 reuploaded 4 weaker throws and g
Post by: DivineOverlord on July 13, 2011, 03:08:36 PM
Yeah I was thinking of doing that before I released it last, the weak version currently weight s 100, I could set it to 90 or even 80 which is a little heavier than zelda....good? Or did you mean physics changes?


Title: Re: KH2/FF7/DIS Sephiroth V3.5 Revamp - 7-13-11 reuploaded 4 weaker throws and grabs
Post by: _Data_Drain_ on July 13, 2011, 03:09:40 PM
fair enough, (to me, the weaker version means more slashing time XD) and also, when tormod returns to hacking (tomorrow he said earlier this week), then perhaps v4 of sephiroth will start it's progress. XD
Yeah, I look forward to Tormod's animation fixes. Making Sephiroth left handed will be cool.

And yeah, I like the Weak Version the best, it's not only more balanced, it also gives more time to kick butt.  XD

Ywah I was thinking of doing that before I released it last, the weak version currently weight s 100, I could set it to 90 or even 80 which is a little heavier than zelda....good? Or did you mean physics changes?
I think 80 will be good. And yeah, I meant his actual weight. Not his fall speed.


Title: Re: KH2/FF7/DIS Sephiroth V3.5 Revamp - 7-13-11 reuploaded 4 weaker throws and grabs
Post by: DivineOverlord on July 13, 2011, 03:21:14 PM
Alright, so the weak version will have only 1 charge for forward smash and weights 85......im gonna take a look on how to switch hands it looks interesting but I bet tormod can do the animation changes faster than me lol.....also were gonna have to edit sephy's wing since it also changes position when you change sword position


Title: Re: KH2/FF7/DIS Sephiroth V3.5 Revamp - 7-13-11 reuploaded 4 weaker throws and grabs
Post by: _Data_Drain_ on July 13, 2011, 03:28:46 PM
Alright, so the weak version will have only 1 charge for forward smash and weights 85......im gonna take a look on how to switch hands it looks interesting but I bet tormod can do the animation changes faster than me lol.....also were gonna have to edit sephy's wing since it also changes position when you change sword position
Hm... Alright then, 85 sounds great to me.

And, thank you for making the weak version only have two forward smash charge levels. :)

And yeah, I'd let Tormod do the animations when he feels like it.


Title: Re: KH2/FF7/DIS Sephiroth V3.5 Revamp - 7-13-11 reuploaded 4 weaker throws and grabs
Post by: DivineOverlord on July 13, 2011, 03:34:00 PM
No problem lol....what should the uncharged animation be?  The last hit of octoslash? Or a part of the octoslash?


Title: Re: KH2/FF7/DIS Sephiroth V3.5 Revamp - 7-13-11 reuploaded 4 weaker throws and grabs
Post by: Albafika on July 13, 2011, 03:46:17 PM
Just add Hollow's Octaslash to the weak version.


Title: Re: KH2/FF7/DIS Sephiroth V3.5 Revamp - 7-13-11 reuploaded 4 weaker throws and grabs
Post by: DivineOverlord on July 13, 2011, 03:51:13 PM
Oh was the octoslash animation I made edited in hollows version?....I haven't tested his yet but I can tell how a psa works in game by looking at its coding...and in his, for the uncharged slash he used the last hit of octoslash (the one with a dark hit flag)


Title: Re: KH2/FF7/DIS Sephiroth V3.5 Revamp - 7-13-11 reuploaded 4 weaker throws and grabs
Post by: _Data_Drain_ on July 13, 2011, 03:52:11 PM
Just add Hollow's Octaslash to the weak version.
Yeah, with a bit more end lag on the Octoslash part.

And of course the touched up animations you did DO. But the programming should be like Hollow's Octoslash. Fast, and deadly. But not too deadly of course. :P


Title: Re: KH2/FF7/DIS Sephiroth V3.5 Revamp - 7-13-11 reuploaded 4 weaker throws and grabs
Post by: DivineOverlord on July 13, 2011, 06:48:54 PM
ok here are the changes I made so far:

1. I made a new Dash attack animation from stratch based on FF7 when sephy runs up (like the way he does now) and preforms a down to high slash across the foes body.
2. Edited throws power
3. I didn't change the catch animation because I think its fine the way it is and more realistic than the preceding one we had which was just Marth's B special animation. Plus, Tormod did a fantastic job with it so I'm keeping it on sephy.
4. Weak version weights 85 and has edited Side Smash where uncharged he does the last hit of octoslash (same way hollow had it)
5. I think the side B in air is fine.  The attack is weak doing 11 damages or less and when it ends he goes in to a "free fall" state so him moving a tiny bit forward is not a big deal. Plus, by the laws of physics, what is in motion tends to stay in motion until the exponential thrust of force ends on him. Right now, I think his "tiny bit" movement forward is more natural than him stopping in the air completely after doing "GOD speed."

6. I don't recall sephy being able to move in air before doing Hell's gate but I can give it some end lag.

7. The Pivot Grab is now fixed to the new catch animation by Tormod.

8. I changed the Forward smash charge indicator graphics to both be light graphics rather than a dark graphic on the second charge.

9. octoslash has been speeded up but its not over kill lol

10. is there more to add before I upload?  8)

edit: oh almost forgot, I made his Up B "Heaven's Light" go up less high, turned out good. Nice suggestion.


Title: Re: KH2/FF7/DIS Sephiroth V3.5 Revamp - 7-13-11 reuploaded 4 weaker throws and grabs
Post by: Hackingstar on July 13, 2011, 07:29:40 PM
ok here are the changes I made so far:

1. I made a new Dash attack animation from stratch based on FF7 when sephy runs up (like the way he does now) and preforms a down to high slash across the foes body.
2. Edited throws power
3. I didn't change the catch animation because I think its fine the way it is and more realistic than the preceding one we had which was just Marth's B special animation. Plus, Tormod did a fantastic job with it so I'm keeping it on sephy.
4. Weak version weights 85 and has edited Side Smash where uncharged he does the last hit of octoslash (same way hollow had it)
5. I think the side B in air is fine.  The attack is weak doing 11 damages or less and when it ends he goes in to a "free fall" state so him moving a tiny bit forward is not a big deal. Plus, by the laws of physics, what is in motion tends to stay in motion until the exponential thrust of force ends on him. Right now, I think his "tiny bit" movement forward is more natural than him stopping in the air completely after doing "GOD speed."

6. I don't recall sephy being able to move in air before doing Hell's gate but I can give it some end lag.

7. The Pivot Grab is now fixed to the new catch animation by Tormod.

8. I changed the Forward smash charge indicator graphics to both be light graphics rather than a dark graphic on the second charge.

9. octoslash has been speeded up but its not over kill lol

10. is there more to add before I upload?  8)

edit: oh almost forgot, I made his Up B "Heaven's Light" go up less high, turned out good. Nice suggestion.


a new f-air (suggestion to change current f-air by AoD), my idea:

(http://www.gifninja.com/animatedgifs/72883/sephy.gif)

and a new b-air, also my idea

http://www.youtube.com/watch?v=s-x_iz4x2DE

0:14 and 0:48


Title: Re: KH2/FF7/DIS Sephiroth V3.5 Revamp - 7-13-11 reuploaded 4 weaker throws and grabs
Post by: _Data_Drain_ on July 13, 2011, 07:38:30 PM
In Dissidia, Sephiroth could control how he fell while doing Hell's Gate. So like I said, it should be like that.

I like how the dash attack sounds. Very FFVII like. :P

Now, the weak version's Octoslash, it's two charges only right? Any charge but full is one slash, where as the full charge is Octoslash? If so, nice. :)

Well, the only reason Side B is odd now, is because it wasn't like that in Dissidia, after he did the move, he comes to a full stop, if however that's not possible... Well, I can deal with the way it is. XD

The Heaven's Light change sounds nice.

And yeah, don't forget. That GIF is slowed down. Make it about the same speed as his current forward air animation.


Title: Re: KH2/FF7/DIS Sephiroth V3.5 Revamp - 7-13-11 reuploaded 4 weaker throws and grabs
Post by: Tasty Pumpkin Clock on July 13, 2011, 07:45:04 PM
I totally agree with the ForwardAir idea and AirForwardSpecial stopping idea.


Title: Re: KH2/FF7/DIS Sephiroth V3.5 Revamp - 7-13-11 reuploaded 4 weaker throws and grabs
Post by: DivineOverlord on July 13, 2011, 07:46:34 PM
In Dissidia, Sephiroth could control how he fell while doing Hell's Gate. So like I said, it should be like that.

I like how the dash attack sounds. Very FFVII like. :P

Now, the weak version's Octoslash, it's two charges only right? Any charge but full is one slash, where as the full charge is Octoslash? If so, nice. :)

Well, the only reason Side B is odd now, is because it wasn't like that in Dissidia, after he did the move, he comes to a full stop, if however that's not possible... Well, I can deal with the way it is. XD

The Heaven's Light change sounds nice.

And yeah, don't forget. That GIF is slowed down. Make it about the same speed as his current forward air animation.

I seeeeee, so  are you guys really really sure you want him to stop after dashing across with side B?

@Hackingstar- I'll do the attack Air F that you showed me but I cant do the attack air B one you showed me because its hard to see what he does in the video.




Title: Re: KH2/FF7/DIS Sephiroth V3.5 Revamp - 7-13-11 reuploaded 4 weaker throws and grabs
Post by: _Data_Drain_ on July 13, 2011, 07:51:21 PM
I seeeeee, so  are you guys really really sure you want him to stop after dashing across with side B?

@Hackingstar- I'll do the attack Air F that you showed me but I cant do the attack air B one you showed me because its hard to see what he does in the video.



I'm quite sure I want side B to stop after the dash, he does that in Dissidia, he just floats there for a bit, then falls.

And the back air... He would turn around, and do a single slash from what I can picture from that video. I guess he would use the force of his sword swing to turn himself around?


Title: Re: KH2/FF7/DIS Sephiroth V3.5 Revamp - 7-13-11 reuploaded 4 weaker throws and grabs
Post by: Hackingstar on July 13, 2011, 07:55:43 PM
unless i figure it out..i wonder how wolfric managed to get the part of the idea of the f-air to slow down..

nevermind i'm figuring it out. i'll get it in a minute...ok not figuring it out..


Title: Re: KH2/FF7/DIS Sephiroth V3.5 Revamp - 7-13-11 reuploaded 4 weaker throws and grabs
Post by: DivineOverlord on July 13, 2011, 08:03:20 PM
unless i figure it out..i wonder how wolfric managed to get the part of the idea of the f-air to slow down..

nevermind i'm figuring it out. i'll get it in a minute.

haha im almost done with the new forward air. :af:


EDIT: DONE XD


Title: Re: KH2/FF7/DIS Sephiroth V3.5 Revamp - 7-13-11 reuploaded 4 weaker throws and grabs
Post by: _Data_Drain_ on July 13, 2011, 08:44:50 PM
haha im almost done with the new forward air. :af:


EDIT: DONE XD
Ah, very nice DO. :)

I look forward to this.


Title: Re: KH2/FF7/DIS Sephiroth V3.5 Revamp - 7-13-11 reuploaded 4 weaker throws and grabs
Post by: Hackingstar on July 13, 2011, 08:52:42 PM
(http://gifninja.com/animated-gifs/115452/sephy-b-air.gif)

best i got...and i couldn't get the preview to show here so you'll have to go to the link instead. sorry, i'm new at this.


Title: Re: KH2/FF7/DIS Sephiroth V3.5 Revamp - 7-13-11 reuploaded 4 weaker throws and grabs
Post by: DivineOverlord on July 13, 2011, 09:05:10 PM
([url]http://gifninja.com/animated-gifs/115452/sephy-b-air.gif[/url])

best i got...and i couldn't get the preview to show here so you'll have to go to the link instead. sorry, i'm new at this.


wow no wonder sephy's throws are so strong, the knockback growth is really HIGH!!! its gonna take a while to edit 12 pack files :(


Title: Re: KH2/FF7/DIS Sephiroth V3.5 Revamp - 7-13-11 reuploaded 4 weaker throws and grabs
Post by: _Data_Drain_ on July 13, 2011, 09:15:12 PM
wow no wonder sephy's throws are so strong, the knockback growth is really HIGH!!! its gonna take a while to edit 12 pack files :(
Hm... I figured that was the case... Those throws are very very powerful.


Title: Re: KH2/FF7/DIS Sephiroth V3.5 Revamp - 7-13-11 reuploaded 4 weaker throws and grabs
Post by: Albafika on July 13, 2011, 09:47:18 PM
unless i figure it out..i wonder how wolfric managed to get the part of the idea of the f-air to slow down..

nevermind i'm figuring it out. i'll get it in a minute...ok not figuring it out..
What exactly do you want? xD

And yeah, everything Data said is fine with me.


Title: Re: KH2/FF7/DIS Sephiroth V3.5 Revamp - 7-13-11 reuploaded 4 weaker throws and grabs
Post by: Hackingstar on July 13, 2011, 09:59:08 PM
wolfric, what i'm wanting to know is how you did this like how did you make it do this step by step?

(http://www.gifninja.com/animatedgifs/72883/sephy.gif)


Title: Re: KH2/FF7/DIS Sephiroth V3.5 Revamp - 7-13-11 reuploaded 4 weaker throws and grabs
Post by: Albafika on July 13, 2011, 10:04:05 PM
wolfric, what i'm wanting to know is how you did this like how did you make it do this step by step?

([url]http://www.gifninja.com/animatedgifs/72883/sephy.gif[/url])
I used this (http://gifninja.com/), but I had to download the video and screenie every frame of it to upload it to this site, and there, after uploading, would let you adjust the speed of the GIF.


Title: Re: KH2/FF7/DIS Sephiroth V3.5 Revamp - 7-13-11 reuploaded 4 weaker throws and grabs
Post by: Hackingstar on July 13, 2011, 10:05:40 PM
I used this ([url]http://gifninja.com/[/url]), but I had to download the video and screenie every frame of it to upload it to this site, and there, after uploading, would let you adjust the speed of the GIF.


ok but what editing software did you use?


Title: Re: KH2/FF7/DIS Sephiroth V3.5 Revamp - 7-13-11 reuploaded 4 weaker throws and grabs
Post by: DivineOverlord on July 13, 2011, 11:31:11 PM
Version 3.6 Changes.

1. I made a new Dash attack animation from stratch based on FF7 when sephy runs up (like the way he does now) and preforms a down to high slash across the foes body.

2. Edited throws power (only in Weak and Regular versions)

3. I didn't change the catch animation because I think its fine the way it is and more realistic than the preceding one we had which was just Marth's B special animation. Plus, Tormod did a fantastic job with it so I'm keeping it on sephy.

4. Weak version weights 85 and has edited Side Smash where uncharged he does the last hit of octoslash (same way hollow had it)

5. I think the side B in air is fine.  The attack is weak doing 11 damages or less and when it ends he goes in to a "free fall" state so him moving a tiny bit forward is not a big deal. Plus, by the laws of physics, what is in motion tends to stay in motion until the exponential thrust of force ends on him. Right now, I think his "tiny bit" movement forward is more natural than him stopping in the air completely after doing "GOD speed."

6. I don't recall sephy being able to move in air before doing Hell's gate but I can give it some end lag.

7. I changed the Forward smash charge indicator graphics to both be light graphics rather than a dark graphic on the second charge.

8. octoslash has been speeded up but its not over kill lol

9. I revamped UP Smash Animation to be more smooth.

10. Made a New Attack Air F animation

11. Side B special in Air no longer slides after preforming the dash

12. + More


Now, I leave the rest to Hollow and Tormod while I take a break from Sephy and work on other stuff.



Title: Re: KH2/FF7/DIS Sephiroth V3.6 Revamp - 7-13-11 - updated once again XD
Post by: Hackingstar on July 13, 2011, 11:38:53 PM
good. you worked hard young psa master. now you must rest. alright. testing begins...now. and feedback begins...in a moment now.

WAIT. you didn't put the link. it just goes back to the brawlvault download page. fix that please


Title: Re: KH2/FF7/DIS Sephiroth V3.6 Revamp - 7-13-11 - updated once again XD
Post by: Albafika on July 13, 2011, 11:41:18 PM
Fix the DL link. XD


Title: Re: KH2/FF7/DIS Sephiroth V3.6 Revamp - 7-13-11 - updated once again XD
Post by: DivineOverlord on July 13, 2011, 11:41:21 PM
good. you worked hard young psa master. now you must rest. alright. testing begins...now. and feedback begins...in a moment now.

woops I forgot to upload the fixed motion file...sorry bout that I'll put up the updated files right now lol


Title: Re: KH2/FF7/DIS Sephiroth V3.6 Revamp - 7-13-11 - updated once again XD
Post by: Hackingstar on July 13, 2011, 11:43:48 PM
ok. lol. after that is done you take break from project and work on other projects like Dante, Gunner Yuna, etc.

Testing and Feedback starting time = in a moment


Title: Re: KH2/FF7/DIS Sephiroth V3.6 Revamp - 7-13-11 - updated once again XD
Post by: DivineOverlord on July 13, 2011, 11:58:20 PM
k now its up. it took awhile to upload lol


Title: Re: KH2/FF7/DIS Sephiroth V3.6 Revamp - 7-13-11 - updated once again XD
Post by: Hackingstar on July 14, 2011, 12:02:40 AM
testing and feedback begins = now...or in a moment

also do you perhaps remember this request i mentioned a while back?

thanks.

also, i see you added a voice sfx through psa on down b aerial. if i may ask, would you mind doing the same thing for side b aerial? (it's xzedkiel's request) so yeah...can ya? pretty please?

and if you can make sure it's one voice sfx like you did with down b aerial

SFX ID: 0697 (Wave1)

Move: Side B air aka Oblivion (idk the id for that sorry)




ok it's time for me to give one feedback speech. about one thing in particular. did you forget to add a hit box to heaven's light while doing it in mid-air? he can do it on the ground but not in the air..


Title: Re: KH2/FF7/DIS Sephiroth V3.6 Revamp - 7-13-11 - updated once again XD
Post by: DivineOverlord on July 14, 2011, 12:40:57 AM
Heaven's on ground and in Air are both under one subaction (1E7) which means it has hit boxes lol


Title: Re: KH2/FF7/DIS Sephiroth V3.6 Revamp - 7-13-11 - updated once again XD
Post by: Hackingstar on July 14, 2011, 12:42:06 AM
hmm strange cuz really i couldn't connect the attack in the air. i'm being completely  :srs:.


Title: Re: KH2/FF7/DIS Sephiroth V3.6 Revamp - 7-13-11 - updated once again XD
Post by: DivineOverlord on July 14, 2011, 12:45:42 AM
Oh I see what your saying. Under subaction 1E7 you'll see that the hit boxes terminate after 13 frames and since I gave the animation more frames the hit boxes terminate after 13 frames so there won't be any hit boxes availabe once marth reaches the air....to fix this all you gotta do is remove the "Terminate collisions" code under Subaction 1E7....I would do it but then I'll have reupload the files and update 12 pac files which take forever (20mins) lol


Title: Re: KH2/FF7/DIS Sephiroth V3.6 Revamp - 7-13-11 - updated once again XD
Post by: Hackingstar on July 14, 2011, 12:46:58 AM
ok then.

*EDIT* after i removed it...it froze the game. i'm dead  :srs:. so *shrugs* well i think you know what to do. *shrugs* sorry man.


Title: Re: KH2/FF7/DIS Sephiroth V3.6 Revamp - 7-13-11 - updated once again XD
Post by: DivineOverlord on July 14, 2011, 12:58:55 AM
ok then.

*EDIT* after i removed it...it froze the game. i'm dead  :srs:. so *shrugs* well i think you know what to do. *shrugs* sorry man.


sigh - alright I'll just do this quick fix :P


Title: Re: KH2/FF7/DIS Sephiroth V3.6 Revamp - 7-13-11 - updated once again XD
Post by: Hackingstar on July 14, 2011, 12:59:55 AM
;D


Title: Re: KH2/FF7/DIS Sephiroth V3.6 Revamp - 7-13-11 - updated once again XD
Post by: DivineOverlord on July 14, 2011, 01:08:17 AM
There, its up :D


Title: Re: KH2/FF7/DIS Sephiroth V3.6 Revamp - 7-13-11 - updated once again XD
Post by: _Data_Drain_ on July 14, 2011, 02:18:24 PM
Alright, time for some feedback.

Neutral air needs a TINY bit of end lag, and no kill power. Why do I say tiny bit? Well, it's not as usable as forward air on stage, but off stage it's a powerful gimping tool... So that's why I want the power nerf, it should be a damage dealer only.

The new animation for forward air makes it a lot slower... I like this a lot, it makes spamming it off stage unsafe, but you still can use it off stage, so there's risk and reward for using it off stage now. And it's still a Godly spacing tool on stage. However this brings me to the next thing I like.

He has a somewhat hard time killing now too. I like this, he's starting to take some skill to play right. That's what I've been wanting all along, hard to master, but if mastered, a deadly force.

So yeah, what he needs is a few damage, and knock back fixes here and there. And a new back air... And maybe being able to control Hell's Gate in the air, while having more ending lag.

And I'd say he might be ready for Tormod to animate.


Title: Re: KH2/FF7/DIS Sephiroth V3.6 Revamp - 7-13-11 - updated once again XD
Post by: Hackingstar on July 14, 2011, 02:23:04 PM
/\
|
this


Title: Re: KH2/FF7/DIS Sephiroth V3.6 Revamp - 7-13-11 - updated once again XD
Post by: RevengeHunter on July 14, 2011, 02:45:45 PM
This great, as usual lol. Just a little note/feedback:

I like the pivot punch when you do a backwards grab while running, but there are times Sephy's arm goes right through the opponent without hitting him because he is too close. Just move the hitbox a little bit closer to him so he can hit opponents right in front of him.

About his Up-B (Flight): I just noticed that the grounded version is cancellable, but the aerial version isn't. Was this intended? Just wondering, that is all.


Title: Re: KH2/FF7/DIS Sephiroth V3.6 Revamp - 7-13-11 - updated once again XD
Post by: _Data_Drain_ on July 14, 2011, 03:09:07 PM
Although I keep forgetting to mention this...

Down smash shouldn't hit behind him. It looks a bit silly when it does. :P

Maybe the meteors should do more damage? I mean the level two charge does as much as Shadow Flare, which comes out far faster. Or it should at least mildly knock the foe down the same way the meteor is going.

Actually... His side B can do up to 18% damage in the weak version if all hits connect. This should be nerfed a bit. Although... Then again, it's very hard to connect all the hits... So, I'm not 100% sure.

Going back to damage, it seems like a lot of moves do about the same damage, these should be edited accordingly. To fit with how they work. Like down and up smash, they should trade damage %. down smash should, once it's hit box is fixed, do 16% damage, where as up smash should do 13%, think about it, one will only hit one side, and have shorter range, the other hits both sides, and has a lot of range. So yeah. They should trade damage.

The down throw doesn't actually make them go on the ground like Snake's, It puts them standing right up behind you.

Up throw now randomly after about 60% doesn't send them straight up, it throws them a bit forward?

His air mobility might be a little too good, it seems about like Wario's, everything else about the physics are fine though.

Alright... I'm done with feedback for now. I'll play test more later. :P


Title: Re: KH2/FF7/DIS Sephiroth V3.6 Revamp - 7-13-11 - updated once again XD
Post by: Tormod on July 14, 2011, 11:23:41 PM
Finally I can get back to working on this! I just downloaded it, great changes Divine. I love the Dissidia wait animation, very classy. First order of business will be making it left handed. I'll give it to Divine after that for the next time he uploads.

edit: woohoo I just made intermediate kitten lol


Title: Re: KH2/FF7/DIS Sephiroth V3.6 Revamp - 7-13-11 - updated once again XD
Post by: Hackingstar on July 14, 2011, 11:24:30 PM
*captain falcon voice* YES  :happy:


Title: Re: KH2/FF7/DIS Sephiroth V3.6 Revamp - 7-13-11 - updated once again XD
Post by: _Data_Drain_ on July 14, 2011, 11:48:24 PM
Finally I can get back to working on this! I just downloaded it, great changes Divine. I love the Dissidia wait animation, very classy. First order of business will be making it left handed. I'll give it to Divine after that for the next time he uploads.

edit: woohoo I just made intermediate kitten lol
Like I said, I'll be looking forward to your edits.

I just hope DO looks at my feedback for this version...

And congratulations on being a Intermediate Kitten. :P


Title: Re: KH2/FF7/DIS Sephiroth V3.6 Revamp - 7-13-11 - updated once again XD
Post by: DivineOverlord on July 15, 2011, 04:03:04 AM
Finally I can get back to working on this! I just downloaded it, great changes Divine. I love the Dissidia wait animation, very classy. First order of business will be making it left handed. I'll give it to Divine after that for the next time he uploads.

edit: woohoo I just made intermediate kitten lol

Awesome!!! Lemme know if you want me to help out changing his sword animations to his left hand since there's tons of animations to change lol


Like I said, I'll be looking forward to your edits.

I just hope DO looks at my feedback for this version...

And congratulations on being a Intermediate Kitten. :P

yep I saw them ;)


Title: Re: KH2/FF7/DIS Sephiroth V3.6 Revamp - 7-13-11 - updated once again XD
Post by: Triforce Zelda (Deceased) on July 15, 2011, 04:22:43 AM
I still say he should be weakened becaused of his reach, or at least slowed down.


Title: Re: KH2/FF7/DIS Sephiroth V3.6 Revamp - 7-13-11 - updated once again XD
Post by: Tasty Pumpkin Clock on July 15, 2011, 04:52:16 AM
 :notimp:

We've been tweaking him and changing him to make him balanced for like... the last hundred pages.
Balancing him isn't as simple as lowering his damage or making him slower.


Title: Re: KH2/FF7/DIS Sephiroth V3.6 Revamp - 7-13-11 - updated once again XD
Post by: Triforce Zelda (Deceased) on July 15, 2011, 04:54:43 AM
If you wanna keep all his good features in, your gonna have to do the simple way. But if you wanna take away some of his cool features because they're,"too powerful", well, that's on you.


Title: Re: KH2/FF7/DIS Sephiroth V3.6 Revamp - 7-13-11 - updated once again XD
Post by: _Data_Drain_ on July 15, 2011, 05:02:02 AM
If you wanna keep all his good features in, your gonna have to do the simple way. But if you wanna take away some of his cool features because they're,"too powerful", well, that's on you.
Um... DO made a weaker version that does like at most 18 damage... On a move that hardly hits for the percent, and at the least 8% damage.

Now he might like I said in my previous feedback, spread out a bit more, but Sephiroth is already weaker then most in damage.


Title: Re: KH2/FF7/DIS Sephiroth V3.6 Revamp - 7-13-11 - updated once again XD
Post by: Triforce Zelda (Deceased) on July 15, 2011, 05:04:41 AM
But it's offset by his reach, so he's technically balanced - unless you want to re-add the damage and nerf his recovery.


Title: Re: KH2/FF7/DIS Sephiroth V3.6 Revamp - 7-13-11 - updated once again XD
Post by: Tormod on July 15, 2011, 05:51:48 AM
Awesome!!! Lemme know if you want me to help out changing his sword animations to his left hand since there's tons of animations to change lol

Done with the conversion, FitMarth just needs an adjustment in the timer for the wing. Speaking of which, it disappears for the duration of the new dash attack. And the wing will no longer go in front of him when he runs, but instead trail behind and fan out.

Another thing I noticed was that the scale on TransN was set to 1.05 for Y only, I'm assuming its to make him taller without making him wider so he looks more proportioned. I agree that he should be stretched out a little to look right. The only problem is his entire body stems from TransN, wich means the stretch will be upwards regardless of the orientation of his body. For example, his sword is longer and thinner when pointing upwards and shorter and thicker when horizontal. So I scaled that back to one and changed his translation values so he is taller without being wider and without the side effect I previously described. (He actually has more accurate human proportions now than Marth's original translations give him  ;) ) I got rid of some of link's body translations that I found in the down stabs as well.

I still say he should be weakened becaused of his reach, or at least slowed down.
Um... DO made a weaker version that does like at most 18 damage... On a move that hardly hits for the percent, and at the least 8% damage.

Now he might like I said in my previous feedback, spread out a bit more, but Sephiroth is already weaker then most in damage.
Yes, I was just playing with the weaker version and it felt good. Not to strong and not too weak. There's 4 versions now just of varying strength, I think everyone can find a Seph with the amount of strength they desire now XD


Title: Re: KH2/FF7/DIS Sephiroth V3.6 Revamp - 7-13-11 - updated once again XD
Post by: Triforce Zelda (Deceased) on July 15, 2011, 05:54:52 AM
Excellent


Title: Re: KH2/FF7/DIS Sephiroth V3.6 Revamp - 7-13-11 - updated once again XD
Post by: Hollow on July 15, 2011, 07:22:36 AM
Okay. I think I'll take my part and do the final version. I just need a list of what I need to change.


Title: Re: KH2/FF7/DIS Sephiroth V3.6 Revamp - 7-13-11 - updated once again XD
Post by: _Data_Drain_ on July 15, 2011, 07:40:36 AM
Okay. I think I'll take my part and do the final version. I just need a list of what I need to change.
Look at my posts one page back. I gave some feedback for the weak version.

EDIT:
Eh, here. I'll just quote them.
Alright, time for some feedback.

Neutral air needs a TINY bit of end lag, and no kill power. Why do I say tiny bit? Well, it's not as usable as forward air on stage, but off stage it's a powerful gimping tool... So that's why I want the power nerf, it should be a damage dealer only.

The new animation for forward air makes it a lot slower... I like this a lot, it makes spamming it off stage unsafe, but you still can use it off stage, so there's risk and reward for using it off stage now. And it's still a Godly spacing tool on stage. However this brings me to the next thing I like.

He has a somewhat hard time killing now too. I like this, he's starting to take some skill to play right. That's what I've been wanting all along, hard to master, but if mastered, a deadly force.

So yeah, what he needs is a few damage, and knock back fixes here and there. And a new back air... And maybe being able to control Hell's Gate in the air, while having more ending lag.

And I'd say he might be ready for Tormod to animate.
Although I keep forgetting to mention this...

Down smash shouldn't hit behind him. It looks a bit silly when it does. :P

Maybe the meteors should do more damage? I mean the level two charge does as much as Shadow Flare, which comes out far faster. Or it should at least mildly knock the foe down the same way the meteor is going.

Actually... His side B can do up to 18% damage in the weak version if all hits connect. This should be nerfed a bit. Although... Then again, it's very hard to connect all the hits... So, I'm not 100% sure.

Going back to damage, it seems like a lot of moves do about the same damage, these should be edited accordingly. To fit with how they work. Like down and up smash, they should trade damage %. down smash should, once it's hit box is fixed, do 16% damage, where as up smash should do 13%, think about it, one will only hit one side, and have shorter range, the other hits both sides, and has a lot of range. So yeah. They should trade damage.

The down throw doesn't actually make them go on the ground like Snake's, It puts them standing right up behind you.

Up throw now randomly after about 60% doesn't send them straight up, it throws them a bit forward?

His air mobility might be a little too good, it seems about like Wario's, everything else about the physics are fine though.

Alright... I'm done with feedback for now. I'll play test more later. :P


Title: Re: KH2/FF7/DIS Sephiroth V3.6 Revamp - 7-13-11 - updated once again XD
Post by: xZedkiel on July 15, 2011, 08:25:52 AM
Finally the One Winged Angel will be done.  :happy:


Title: Re: KH2/FF7/DIS Sephiroth V3.6 Revamp - 7-13-11 - updated once again XD
Post by: Hackingstar on July 15, 2011, 09:51:03 AM
pretty soon  :af2:


Title: Re: KH2/FF7/DIS Sephiroth V3.6 Revamp - 7-13-11 - updated once again XD
Post by: Hollow on July 15, 2011, 12:44:39 PM
Look at my posts one page back. I gave some feedback for the weak version. EDIT: Eh, here. I'll just quote them.
Alright I'll get started ASAP.


Title: Re: KH2/FF7/DIS Sephiroth V3.6 Revamp - 7-13-11 - updated once again XD
Post by: Hackingstar on July 15, 2011, 12:45:18 PM
now this...is gonna be the BOMB of the YEAR XD


Title: Re: KH2/FF7/DIS Sephiroth V3.6 Revamp - 7-13-11 - updated once again XD
Post by: Albafika on July 15, 2011, 12:59:18 PM
Here's the Fair I suggested. I finally found it. :P The attack is faster than how the GIF shows, I slowed it so it can be seen. lol

Feedback:.

Aerial Side B: Can't it be made so that he stays still after it, he shouldn't be sliding forward after doing it.

Down Air: Can't it be made so that you can move to the left or right as before (When you start descending)? Right now it's working just like Toon Link's, not like the actual  attack works.

Down Throw: We all suggested the opponent doesn't flies, instead, stays on the floor like Snake does with his Down Throw, it'd be nice if it was implemented.
These, as well, Hollow. :P


Title: Re: KH2/FF7/DIS Sephiroth V3.6 Revamp - 7-13-11 - updated once again XD
Post by: DivineOverlord on July 15, 2011, 01:29:27 PM
WOW!!! TORMOD is fast!! He already finished the left handed version!!!! I'll upload it today along with the changes you guys suggested.

@ cloudy -
Aerial Side B: Can't it be made so that he stays still after it, he shouldn't be sliding forward after doing it.

Down Throw: We all suggested the opponent doesn't flies, instead, stays on the floor like Snake does with his Down Throw, it'd be nice if it was implemented.

that part was already done in 3.6...have you tried it? XD


Title: Re: KH2/FF7/DIS Sephiroth V3.6 Revamp - 7-13-11 - updated once again XD
Post by: Hackingstar on July 15, 2011, 01:32:14 PM
i kind of assumed since i saw "Sending a Message" on his status a bit ago XD and WOOHOO!  :af2:


Title: Re: KH2/FF7/DIS Sephiroth V3.6 Revamp - 7-13-11 - updated once again XD
Post by: DivineOverlord on July 15, 2011, 01:37:53 PM
i kind of assumed since i saw "Sending a Message" on his status a bit ago XD and WOOHOO!  :af2:

this next update is version 4.0...I'm revamping the forward throw animation right now.


Title: Re: KH2/FF7/DIS Sephiroth V3.6 Revamp - 7-13-11 - updated once again XD
Post by: Hackingstar on July 15, 2011, 01:39:23 PM
 :happy:


Title: Re: KH2/FF7/DIS Sephiroth V3.6 Revamp - 7-13-11 - updated once again XD
Post by: Albafika on July 15, 2011, 01:40:37 PM
WOW!!! TORMOD is fast!! He already finished the left handed version!!!! I'll upload it today along with the changes you guys suggested.

@ cloudy -
Aerial Side B: Can't it be made so that he stays still after it, he shouldn't be sliding forward after doing it.

Down Throw: We all suggested the opponent doesn't flies, instead, stays on the floor like Snake does with his Down Throw, it'd be nice if it was implemented.

that part was already done in 3.6...have you tried it? XD
I haven't (Thursday-Friday = Too many classes), I thought you had skipped it, but I see you didn't. XD


Title: Re: KH2/FF7/DIS Sephiroth V3.6 Revamp - 7-13-11 - updated once again XD
Post by: DivineOverlord on July 15, 2011, 01:46:29 PM
I haven't (Thursday-Friday = Too many classes), I thought you had skipped it, but I see you didn't. XD

oh mkay. ;D


Title: Re: KH2/FF7/DIS Sephiroth V3.6 Revamp - 7-13-11 - updated once again XD
Post by: Hackingstar on July 15, 2011, 01:48:36 PM
*happily waits*  :happy:


Title: Re: KH2/FF7/DIS Sephiroth V3.6 Revamp - 7-13-11 - updated once again XD
Post by: MandoWolfe on July 15, 2011, 01:48:45 PM
oh is someone suppose to be making a new SFX pack for Sephy? i read a while back that someone was.


Title: Re: KH2/FF7/DIS Sephiroth V3.6 Revamp - 7-13-11 - updated once again XD
Post by: DivineOverlord on July 15, 2011, 02:05:36 PM
I'm done revamping Throw Hi and Throw F XD they are much more better now. you'll see ;D


Title: Re: KH2/FF7/DIS Sephiroth V3.6 Revamp - 7-13-11 - updated once again XD
Post by: Hackingstar on July 15, 2011, 02:07:59 PM
oh is someone suppose to be making a new SFX pack for Sephy? i read a while back that someone was.

i made one. though i'm gonna try to update it sooner or later.


Title: Re: KH2/FF7/DIS Sephiroth V3.6 Revamp - 7-13-11 - updated once again XD
Post by: DivineOverlord on July 15, 2011, 03:14:00 PM
(http://i.imgur.com/mmHWK.jpg)

NEW VERSION 4.0
1.SEPHIROTH IS NOW LEFT HANDED THANKS TO TORMOD!!!!
2. I revamped Throw Hi, Throw F, and Throw Back Animations.
3. I revamped Attack Air Hi, B speical Air animations
4. Edited Down Smash Hit Box for weak version
5. Edited Meteor hit box second charge for weak versioni


http://forums.kc-mm.com/Gallery/BrawlView.php?Number=16571


Title: Re: KH2/FF7/DIS Sephiroth V3.6 Revamp - 7-13-11 - updated once again XD
Post by: Tempo_ on July 15, 2011, 03:14:44 PM
CANNOT BE.

EDIT:When Sephy lands from a special fall from USpecial, his polygons explode for a moment.


Title: Re: KH2/FF7/DIS Sephiroth V3.6 Revamp - 7-13-11 - updated once again XD
Post by: Triforce Zelda (Deceased) on July 15, 2011, 03:15:17 PM
Uh-huh, that's right - I'm puttin him over R.O.B.!


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: DivineOverlord on July 15, 2011, 04:03:15 PM
CANNOT BE.

EDIT:When Sephy lands from a special fall from USpecial, his polygons explode for a moment.

FIXED - main file re uploaded :P....it was an eye event causing that.


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: Hackingstar on July 15, 2011, 04:12:02 PM
feedback begins - soon perhaps.


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: DivineOverlord on July 15, 2011, 04:15:27 PM
yeah but we're pretty much done with sephiroth. There's not much left to do besides 100% balance or a new back air attack.


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: SiLeNtDo0m on July 15, 2011, 04:19:46 PM
*Applauds*

Over 5 months of continuous collaborated work.  156 pages of discussion and feedback.  And one hell of a Sephiroth hack.

Ya done good guys, ya done good ;)


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: DivineOverlord on July 15, 2011, 04:34:52 PM
CANNOT BE.

EDIT:When Sephy lands from a special fall from USpecial, his polygons explode for a moment.

nevermind, it still happens even though I revamped FallSpecialLanding Animation and took off the eye event code. :/ ...I'm a little stuck with that

*Applauds*

Over 5 months of continuous collaborated work.  156 pages of discussion and feedback.  And one hell of a Sephiroth hack.

Ya done good guys, ya done good ;)

Thanks ;D


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: Albafika on July 15, 2011, 04:43:39 PM
*Testing <.< >.>*


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: _Data_Drain_ on July 15, 2011, 04:48:54 PM
Okay... Time for some feedback...

Well, it's pretty cool that he's left handed now. But this has glitches...

First off, any hack that's not that Sephiroth model that was included in this version... I'm gonna warn you now, this is nightmare fuel.
(http://i956.photobucket.com/albums/ae41/_Data_Drain_/al_110715_19061binout.jpg)
(http://i956.photobucket.com/albums/ae41/_Data_Drain_/al_110715_1906binout.jpg)

Next is the one that bothers me the most... His up B landing is messed up. Badly. Just take a look here.
(http://i956.photobucket.com/albums/ae41/_Data_Drain_/al_110715_1908binout.jpg)
I land here...

(http://i956.photobucket.com/albums/ae41/_Data_Drain_/al_110715_19081binout.jpg)
But a tiny bit later. I teleport here...

I tried again...
(http://i956.photobucket.com/albums/ae41/_Data_Drain_/al_110715_1909binout.jpg)
I got even further...

One more try...

(http://i956.photobucket.com/albums/ae41/_Data_Drain_/al_110715_19091binout.jpg)
It threw me off the stage...

So as you can see... His up B landing is very messed up... (Note: I was using the waek version, with only Heaven's Light.)


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: Tasty Pumpkin Clock on July 15, 2011, 04:51:07 PM
His winning animations are messed up as well.
Plus in some animations (his specials I think) he has two wings for a few seconds...
I also noticed his up throw has no knockback anymore...

But Sephiroth looks great left handed.


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: DivineOverlord on July 15, 2011, 05:01:17 PM
lol yeah, that's the price we have to pay if we want a left handed sephiroth. Other textures will be inverted....I don't know whats up with the FallSpecialLanding,,,,it was working in version 3.6 but since he's left handed now it mess up. I don't know how to fix it yet.


His winning animations are messed up as well.
Plus in some animations (his specials I think) he has two wings for a few seconds...
I also noticed his up throw has no knockback anymore...

But Sephiroth looks great left handed.

Oh I haven't checked the winning animations yet.....and the Throws are only weakened in the weak and regular versions since that was suggested.



Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: Albafika on July 15, 2011, 05:03:11 PM
lol yeah, that's the price we have to pay if we want a left handed sephiroth. Other textures will be inverted.


Oh I haven't checked the winning animations yet.....and the Throws are only weakened in the weak and regular versions since that was suggested.


It was suggested for the throw where he flyes up with the enemy and then goes down. ._.


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: DivineOverlord on July 15, 2011, 05:04:12 PM
It was suggested for the throw where he flyes up with the enemy and then goes down. ._.

nope. read back and you'll see, it was suggested by data_drain...and I'm done updating sephy now, ill let hollow or tormod continue


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: Albafika on July 15, 2011, 05:07:10 PM
nope. read back and you'll see, it was suggested by data_drain...and I'm done updating sephy now, ill let hollow or tormod continue
I'm pretty sure he meant the flying one. XD I, as well, confused it with Uthrow before. XD


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: Tasty Pumpkin Clock on July 15, 2011, 05:29:07 PM
^ That. The one where he throws him up should be the one with the most knock back.


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: Albafika on July 15, 2011, 05:29:46 PM
^ That. The one where he throws him up should be the one with the most knock back.
Never said most knockback, that one shouldn't be able to kill, in my opinion. <.>


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: _Data_Drain_ on July 15, 2011, 05:31:21 PM
Never said most knockback, that one shouldn't be able to kill, in my opinion. <.>
Yeah, because it's a set up move. Rather then a killing move.

Since... Well... In AC:C, Sephiroth used it to throw Cloud in the air, then beat the crap out of him there... So I doubt it would be a killing move.


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: Tasty Pumpkin Clock on July 15, 2011, 05:31:31 PM
Never said most knockback, that one shouldn't be able to kill, in my opinion. <.>

I don't think so either. But it should have the most knock back of all the throws I mean.

Yeah, because it's a set up move. Rather then a killing move.

Since... Well... In AC:C, Sephiroth used it to throw Cloud in the air, then beat the crap out of him there... So I doubt it would be a killing move.

Exactly.


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: raykoojo on July 15, 2011, 05:36:38 PM
It must be just the characters im using in the slots, but the newer motion pac over the 3.3 update freezes when i select a stage. Does this not work for all vertex or model imports?


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: _Data_Drain_ on July 15, 2011, 05:44:11 PM
Okay, I can conclude that the problem is the motion file. I tried 3.6's PSA with the new motion file... But I have no idea why, as a test. I got rid of a bunch of animations... Like the meteor final smash. And I used the clean button on the new BrawlBox... He STILL did that glitch...

I'm gonna do another test... This time, an older motion file. With the new PSA.

Edit: Okay, using an older motion file worked... He doesn't do that glitch now... But how are you gonna fix the new motion file?

Edit2:
Okay, I replaced the landing animation in the motion file with the last version's... It seems to work, although he's right handed for that animation. <_>

But it must be a transition glitch...


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: DivineOverlord on July 15, 2011, 05:53:10 PM
Okay, I can conclude that the problem is the motion file. I tried 3.6's PSA with the new motion file... But I have no idea why, as a test. I got rid of a bunch of animations... Like the meteor final smash. And I used the clean button on the new BrawlBox... He STILL did that glitch...

I'm gonna do another test... This time, an older motion file. With the new PSA.

Edit: Okay, using an older motion file worked... He doesn't do that glitch now... But how are you gonna fix the new motion file?

The older motion files are the same as the current except the animations switches hands in the new. I'm stuck on fixing that problem with the glitch on the SpecialLanding animation, the animation itself is smooth but in game he polygons teleport for a second and go back.


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: _Data_Drain_ on July 15, 2011, 05:54:24 PM
Did you see my second edit?

Edit2:
Okay, I replaced the landing animation in the motion file with the last version's... It seems to work, although he's right handed for that animation. <_>

But it must be a transition glitch...


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: DivineOverlord on July 15, 2011, 06:01:30 PM
Did you see my second edit?



yeah, I saw your edit. There are no transition glitches...take a look

http://www.mediafire.com/?sgkh2fcrae29v8r

perhaps I can just use the landing light animation and see if that works since that animation is left handed but yeah, im starting to get bored of updating lol


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: _Data_Drain_ on July 15, 2011, 06:06:21 PM
yeah, I saw your edit. There are no transition glitches...take a look

[url]http://www.mediafire.com/?sgkh2fcrae29v8r[/url]

perhaps I can just use the landing light animation and see if that works since that animation is left handed but yeah, im starting to get bored of updating lol

Hm... That animation still does it...
http://www.mediafire.com/?2rumhgj7zf1dthq
Although. Like I said, this is the right handed version of the landing animation... So either he teleports if you use the left handed version. Or is right handed for a few seconds, and squashes back into being a lefty...

Pick your poison I guess? ._.


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: Albafika on July 15, 2011, 06:07:17 PM
Have no idea what's goin' on but it's waiting for something that works to test*


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: Hackingstar on July 15, 2011, 06:08:46 PM
Have no idea what's goin' on but it's waiting for something that works to test*

agreed.


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: raykoojo on July 15, 2011, 06:12:27 PM
I vote for the right handed lol since its just the entry that is causing the glitch...either or it doesnt really since it wont really affect gameplay. But its because the entry animation is causing a glitch where the game freezes at the screen selection


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: _Data_Drain_ on July 15, 2011, 06:12:39 PM
Have no idea what's goin' on but it's waiting for something that works to test*
I believe that the motion file I uploaded can be tested... Like I said, I doubt it's that noticeable in game that he's right handed for a split second.


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: DivineOverlord on July 15, 2011, 06:13:15 PM
Hm... That animation still does it...
[url]http://www.mediafire.com/?2rumhgj7zf1dthq[/url]
Although. Like I said, this is the right handed version of the landing animation... So either he teleports if you use the left handed version. Or is right handed for a few seconds, and squashes back into being a lefty...

Pick your poison I guess? ._.


well I guess we'll just go for the right hand animation until the left hand one mystery problem is solved. Hold up. I'm gonna replace and re upload....I'll only be replacing the landing fall special animation since the other left handed ones don't glitch.


edit: nvm data already replaced it in his file lol


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: Albafika on July 15, 2011, 06:16:45 PM
well I guess we'll just go for the right hand animation until the left hand one mystery problem is solved. Hold up. I'm gonna replace and re upload....I'll only be replacing the landing fall special animation since the other left handed ones don't glitch.


edit: nvm data already replaced it in his file lol
Please, restore the Uthrow back to how it was. XD And have Dthrow make the enemy stay on ground like Snake, that'd be all for now.


Pick your poison I guess? ._.
I lol'ed.


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: Hollow on July 15, 2011, 06:17:45 PM
Is it all done?


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: Puraidou on July 15, 2011, 06:18:09 PM
I might make a video right now :)


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: DivineOverlord on July 15, 2011, 06:18:30 PM
Please, restore the Uthrow back to how it was. XD And have Dthrow make the enemy stay on ground like Snake, that'd be all for now.


back to how it was? dude, it was wayy over powered lol....and about the down throw, I don't think its possible to have it like snakes since his motionfile has that animation for character to lay on the ground like that.


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: _Data_Drain_ on July 15, 2011, 06:22:37 PM

back to how it was? dude, it was wayy over powered lol....and about the down throw, I don't think its possible to have it like snakes since his motionfile has that animation for character to lay on the ground like that.
Not the old knock back. But how it worked before. For all percentages, it should throw the foe upward with a set knock back. And only up, not forward up. XD


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: Tempo_ on July 15, 2011, 06:24:48 PM
You can't make videos Zangurg.

You're too busy attacking Ruli Castle.


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: DivineOverlord on July 15, 2011, 06:25:21 PM
Not the old knock back. But how it worked before. For all percentages, it should throw the foe upward with a set knock back. And only up, not forward up. XD

well all you have to do is get the knock back growth increased....I'm uploaded the new files. I increased the knockback growth from 40 to 60 (HEX ID #) if it was 70 or more, it would be OP


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: Puraidou on July 15, 2011, 06:30:00 PM
You can't make videos Zangurg.

You're too busy attacking Ruli Castle.
Too bad, i can multitask :P

edit: Editing it now.


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: _Data_Drain_ on July 15, 2011, 06:35:49 PM
well all you have to do is get the knock back growth increased....I'm uploaded the new files. I increased the knockback growth from 40 to 60 (HEX ID #) if it was 70 or more, it would be OP
The base knock back should send the foe straight up pretty high, high enough for his up air to work good. But it should have no knock back growth.


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: Albafika on July 15, 2011, 06:36:37 PM

back to how it was? dude, it was wayy over powered lol....and about the down throw, I don't think its possible to have it like snakes since his motionfile has that animation for character to lay on the ground like that.
Then have 'em use the sleep animation? I'unno, anything that'd show 'em on the floor waster after been stabbed to it. xD

If it isn't possible, it's fine. Also, for the Uthrow knockback, make it not be that much. ._. It shouldn't kill 'til at least 220%


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: DivineOverlord on July 15, 2011, 06:37:41 PM
Then have 'em use the sleep animation? I'unno, anything that'd show 'em on the floor waster after been stabbed to it. xD

If it isn't possible, it's fine. Also, for the Uthrow knockback, make it not be that much. ._. It shouldn't kill 'til at least 220%

oh like a stun flag maybe?


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: _Data_Drain_ on July 15, 2011, 06:40:31 PM
oh like a stun flag maybe?
Hm... I'm not sure...

If you do that, he would be able to chain grab over and over... We wouldn't want that...

If they can't be knocked on the ground like with Snake's down throw. Maybe it could be his most powerful damage % wise throw? Like... It could do 14% or something like that.


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: Albafika on July 15, 2011, 06:40:48 PM
oh like a stun flag maybe?
Just so when he goes up, and gets them to the floor, they'd stay there like impaled just for show. Sort of how Snake's works... I think? xD

The thing is, it'd be cool if the enemy could be seen staying on the floor after being impaled on it. :P


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: DivineOverlord on July 15, 2011, 06:41:17 PM
Hm... I'm not sure...

If you do that, he would be able to chain grab over and over... We wouldn't want that...


fine. I'll do no changes to it then lol

The "Flags" value has 8 digits.
I only know what the last 2 digits do:
00 - hit
01 - none
02 - slash
03 - electricity
04 - Ice
05 - Flame
06 - Coin
07 - Cape
08 - Slip
09 - Sleep
0A - none
0B - impale (like DK's side B)
0C - Stun
0E - Flower
0F - none
10 - none
11 - slash 2
12 - hit 2
13 - Darkness
14 - Stun (more like hitlag)
15 - Aura (unfortunately the Aura effect doesn't make all characters get stronger with more damage.)
16 - Impale 2
17 - Down
18 - No Flinch


sleep is no good either....I tried impale before but it doesn't do anything


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: Puraidou on July 15, 2011, 06:41:18 PM
Rendering the video, it's around 2.30 long. So expect it on youtube in 1080P HD in.. 30-45 mins.


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: _Data_Drain_ on July 15, 2011, 06:43:20 PM
Aw... So they can't be smashed into the ground? :(

Hm... Well. I guess something like I said would work, it deals the best damage, but no knock back, and can leave him a bit open.


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: DivineOverlord on July 15, 2011, 06:44:11 PM
Aw... So they can't be smashed into the ground? :(

Hm... Well. I guess something like I said would work, it deals the best damage, but no knock back, and can leave him a bit open.

I'll try it one last time lol


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: Allbait on July 15, 2011, 06:51:13 PM
Mediafire is saying invalid or deleted file.. is the link actually broken or...?


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: _Data_Drain_ on July 15, 2011, 06:51:45 PM
I'll try it one last time lol
Oh... Uh... I just thought of something... Them being stuck in the ground would let Sephiroth kill them easy. ._.

So uh... Yeah... Maybe leave it as it is now, but as a fair trade off for being an unsafe throw, it can deal 14%, or 16% damage.


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: DivineOverlord on July 15, 2011, 06:53:23 PM
Mediafire is saying invalid or deleted file.. is the link actually broken or...?

I deleted the older file till i upload fixes.


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: Albafika on July 15, 2011, 06:53:56 PM
Oh... Uh... I just thought of something... Them being stuck in the ground would let Sephiroth kill them easy. ._.

So uh... Yeah... Maybe leave it as it is now, but as a fair trade off for being an unsafe throw, it can deal 14%, or 16% damage.
It could be made so Sephy has a longer animation that way he can't punish the opponent after it nor the opponent can punish him.


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: _Data_Drain_ on July 15, 2011, 06:57:44 PM
It could be made so Sephy has a longer animation that way he can't punish the opponent after it nor the opponent can punish him.
That's also true. It would be kinda fitting if he somehow taunted them after sticking them in the ground. And was a bit further away from the foe. So he can't be punished by them.


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: raykoojo on July 15, 2011, 06:58:04 PM
can this be re-ported over yoshi? I tried to just replace the files and its not working for me...it just freezes over and over again


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: _Data_Drain_ on July 15, 2011, 06:59:09 PM
can this be re-ported over yoshi? I tried to just replace the files and its not working for me...it just freezes over and over again
Did you rename the files FitYoshi? If not, that's why it's freezing. My Sephiroth over Yoshi is working fine.


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: Puraidou on July 15, 2011, 07:06:56 PM
Did you rename the files FitYoshi? If not, that's why it's freezing. My Sephiroth over Yoshi is working fine.
^This, i have no issues either.

edit: The video is uploading and rendering right now, i'll post it in a bit to show the current Sephy for those who haven't played/used/tested it yet :)

re-edit!

http://www.youtube.com/watch?v=8Xcd5wh5ft8

Voila :3


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: _Data_Drain_ on July 15, 2011, 07:34:56 PM
Not a bad video. A little too fast, but it works.


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: Puraidou on July 15, 2011, 07:42:18 PM
Not a bad video. A little too fast, but it works.
Had to speed it up since my Dolphin laggs as hell when recording.. v_v


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: Thundaga_T2 on July 15, 2011, 07:44:59 PM
Hey you guys, how about this for his down throw, make it act like Mr G&W's down throw, the way it slams the opponent into the ground and they stay there (and not bounce). Can you do that? I think that would actually look better than the opponent just being downed after it. They can also tech the throw if they are good enough too.


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: Albafika on July 15, 2011, 07:46:57 PM
Hey you guys, how about this for his down throw, make it act like Mr G&W's down throw, the way it slams the opponent into the ground and they stay there (and not bounce). Can you do that? I think that would actually look better than the opponent just being downed after it. They can also tech the throw if they are good enough too.
Anything that'd make the opponent lay on the floor is fine, really. So if this is possible, go for it!


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: Hackingstar on July 15, 2011, 07:48:51 PM
His winning animations are messed up as well.
Plus in some animations (his specials I think) he has two wings for a few seconds...
I also noticed his up throw has no knockback anymore...

But Sephiroth looks great left handed.

just to point out, i believe only his Win2 (the one that's made from scratch to look like his ff7 victory win) is the one that's messed up. just sayin'


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: raykoojo on July 15, 2011, 07:49:59 PM
Yea i did, the only file i dont have is the FitYoshiFinal but i have never used that before...Im not using Sephy's model to play as. I have Aqua and Sora from Kingdom Hearts and they freeze however the Vanitas model doesnt but he is missing his eyes and the back of his head lol


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: Albafika on July 15, 2011, 07:51:43 PM
Yea i did, the only file i dont have is the FitYoshiFinal but i have never used that before...Im not using Sephy's model to play as. I have Aqua and Sora from Kingdom Hearts and they freeze however the Vanitas model doesnt but he is missing his eyes and the back of his head lol
...You can only use the Model that comes in the DL Zip.


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: raykoojo on July 15, 2011, 07:54:16 PM
Ok...shame cause when i was using the 3.3 motionetc.pac it worked fine with everyone...


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: Albafika on July 15, 2011, 07:55:09 PM
Ok...shame cause when i was using the 3.3 motionetc.pac it worked fine with everyone...
It needs the model for these versions (Left Handed) I hate this, myself, but we'll somehow get around it.


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: _Data_Drain_ on July 15, 2011, 07:57:03 PM
Hey you guys, how about this for his down throw, make it act like Mr G&W's down throw, the way it slams the opponent into the ground and they stay there (and not bounce). Can you do that? I think that would actually look better than the opponent just being downed after it. They can also tech the throw if they are good enough too.
Say... I actually like this idea a lot. If it did lower damage then all the other throws, but had tech chasing possible... I would like that.


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: Albafika on July 15, 2011, 08:19:17 PM
Neutral B Aerial and Down B Aerial: Would it be possible to have it so that if any is used, it would, instead of making Sephy freefall, disable him from using another B move (And only be able to use A moves)?

I know Hollow did it, once, and he did it so that the B button worked as the A button. Perhaps it could be implemented for both of these attacks?


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: _Data_Drain_ on July 15, 2011, 08:21:32 PM
Neutral B Aerial and Down B Aerial: Would it be possible to have it so that if any is used, it would, instead of making Sephy freefall, disable him from using another B move (And only be able to use A moves)?

I know Hollow did it, once, and he did it so that the B button worked as the A button. Perhaps it could be implemented for both of these attacks?
That would be a good idea honestly. Since now that I think about it... Heartless Angel is kinda on the useless side. So if it at least let you use A moves after it's done, that could be a mind game set up.

And down B air with the same treatment would be nice too...

Leave side B as it is though. :P

And same for up B.


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: Tasty Pumpkin Clock on July 15, 2011, 10:35:22 PM
And do what Data said! Make the knockback pretty high for Up Throw, so that you can use Aerial Up but make it have no knockback growth so it's always the same.

That's what that means right?


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: Tormod on July 15, 2011, 10:35:40 PM

First off, any hack that's not that Sephiroth model that was included in this version... I'm gonna warn you now, this is nightmare fuel.
([url]http://i956.photobucket.com/albums/ae41/_Data_Drain_/al_110715_19061binout.jpg[/url])
([url]http://i956.photobucket.com/albums/ae41/_Data_Drain_/al_110715_1906binout.jpg[/url])

Next is the one that bothers me the most... His up B landing is messed up. Badly. Just take a look here.
([url]http://i956.photobucket.com/albums/ae41/_Data_Drain_/al_110715_1908binout.jpg[/url])
I land here...

([url]http://i956.photobucket.com/albums/ae41/_Data_Drain_/al_110715_19081binout.jpg[/url])
But a tiny bit later. I teleport here...

I tried again...
([url]http://i956.photobucket.com/albums/ae41/_Data_Drain_/al_110715_1909binout.jpg[/url])
I got even further...

One more try...

([url]http://i956.photobucket.com/albums/ae41/_Data_Drain_/al_110715_19091binout.jpg[/url])
It threw me off the stage...

So as you can see... His up B landing is very messed up... (Note: I was using the waek version, with only Heaven's Light.)

His winning animations are messed up as well.
Plus in some animations (his specials I think) he has two wings for a few seconds...
I also noticed his up throw has no knockback anymore...

But Sephiroth looks great left handed.

It needs the model for these versions (Left Handed) I hate this, myself, but we'll somehow get around it.


If that landing glitch is from the current motion file and not the previous one, then I probably screwed up when I was converting it. There were a lot so It wouldn't surprise me. I will very carefully change it and see if that works.

As for the different textures, you can export the model that is in the download link, then open up the pac file with the other texture and replace that model with the one you exported. That will take care of that. For all the different vertexes out there that people want to use on him, give me a list with links and I can modify them all pretty quickly and upload working ones. I can write out a tutorial for how to do this later because its a lot simpler than it is to just do it from scratch.

And I forgot to mention the winning animations lol oops. Yeah it's just win2, It just need to be rotated by YRotN and the HipN.


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: Hackingstar on July 15, 2011, 10:40:39 PM
good luck on the fixing then.


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: _Data_Drain_ on July 15, 2011, 10:43:21 PM
What's odd though is. I used one of the landing animations that did work as a test... It still messed up as a Specialfallland...

I'm thinking Marth's up B landing animation just doesn't like being changed...


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: Tormod on July 15, 2011, 11:04:11 PM
What's odd though is. I used one of the landing animations that did work as a test... It still messed up as a Specialfallland...

I'm thinking Marth's up B landing animation just doesn't like being changed...

It could be the size of the animation. Not frames, but kb. This motion file is hundreds of kb larger than 3.0. The motion file has all the animations strung together and I'm guessing that these glitches happen when the animation goes past the space it's allowed. I don't know for sure though. You can leave it as is if you got it to work now, I'll mess around with it when I get back to this.


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: _Data_Drain_ on July 15, 2011, 11:18:14 PM
It could be the size of the animation. Not frames, but kb. This motion file is hundreds of kb larger than 3.0. The motion file has all the animations strung together and I'm guessing that these glitches happen when the animation goes past the space it's allowed. I don't know for sure though. You can leave it as is if you got it to work now, I'll mess around with it when I get back to this.
I even tried an animation that was one kb less then the original fallspecialland animation... It still bugged out. So I have no idea. He might have to be like this even in the final version... On the bright side though, I don't really notice him being right handed when landing in game.

On a random note... Should Sephiroth's forward air have a bit of landing lag? I'm not saying a crazy amount, just a little more then it has now... Like the amount back air has now.

I don't know though... I'll wait until Wolfric gets on. And see what he thinks.

On a side note. I'm gathering all the things that might need to be changed... My next post will likely have these in it.


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: DivineOverlord on July 16, 2011, 12:45:48 AM
I even tried an animation that was one kb less then the original fallspecialland animation... It still bugged out. So I have no idea. He might have to be like this even in the final version... On the bright side though, I don't really notice him being right handed when landing in game.

On a random note... Should Sephiroth's forward air have a bit of landing lag? I'm not saying a crazy amount, just a little more then it has now... Like the amount back air has now.

I don't know though... I'll wait until Wolfric gets on. And see what he thinks.

On a side note. I'm gathering all the things that might need to be changed... My next post will likely have these in it.

Oh i see what you did data,,you added Ayafe. XD I guess its okay since we have his model in the zip file ;D

Other stuff: The right hand landing animation still messes up when landing but only happens if you grab on a ledge...this happened when I was playing on the temple stage and I used up B to get back on the far bottom right platform and as soon as I got back on the platform I was blasted off the stage lol....I think I know of a way to fix this, I will try to prevent horizontal and vertical movements in the landing subactions and see if it works. If anything, I bet setting air/ground coding will prevent him from moving indefinitely.



Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: _Data_Drain_ on July 16, 2011, 12:48:45 AM
Oh i see what you did data,,you added Ayafe. XD I guess its okay since we have his model in the zip file ;D

Other stuff: The right hand landing animation still messes up when landing but only happens if you grab on a ledge...this happened when I was playing on the temple stage and I used up B to get back on the far bottom right platform and as soon as I got back on the platform I was blasted off the stage lol....I think I know of a way to fix this, I will try to prevent horizontal and vertical movements in the landing subactions and see if it works. If anything, I bet setting air/ground coding will prevent him from moving indefinitely.


Hm... Maybe... I hope you, or Hollow... Or someone can fix this glitch completely... And here's that list I said I was gonna post.

Warning, rather large post ahead. XD

I feel these are some changes the next version should have...

Neutral air needs a TINY bit of end lag, and no kill power. Why do I say tiny bit? Well, it's not as usable as forward air on stage, but off stage it's a powerful gimping tool... So that's why I want the power nerf, it should be a damage dealer only. But the landing lag should be left as is. Since while it is a little spammable. It's not nearly as deadly as forward air on stage, it will mostly deal 4% damage...

The new animation for forward air makes it a lot slower... I like this a lot, it makes spamming it off stage unsafe, but you still can use it off stage, so there's risk and reward for using it off stage now. And it's still a Godly spacing tool on stage... Although, I feel it needs landing lag, as much as his current back air. Or a bit less. The reason is that some characters I don't think can get through forward air spam... So. Just a bit of landing lag should fix this.

You should be able to control Hell's Gate in the air. And it should have more ending lag.

Down smash shouldn't hit behind him. It looks a bit silly when it does.

Down and up smash should trade damage %. down smash should, once it's hit box is fixed, do 16% damage, where as up smash should do 13%, think about it, one will only hit one side, and have shorter range, the other hits both sides, and has a lot of range. So yeah. They should trade damage.

The down throw should set up for tech chases. Like Mr. Game and Watch's down throw.

His air mobility might be a little too good, it seems about like Wario's. Also... He walks too fast, this should be slowed down, since he's... Well. A psycho killer.

Heartless Angel, and Godspeed shouldn't make you go into free fall. They should instead be like how Hollow disabled the B button moves after they're used, he made it to where you can use A button moves, but the B button would instead make him use A moves until he lands on the ground... Side B, and up B should stay as they are now.

Maybe Octoslash's full charge hit box shouldn't have knock back growth on any part of the slash, except for the last hit... It seems at high percentages, the foes get pushed out of range of the last hit...

Well. I'll see if there's anything else needed... If there are any objections. Speak out. :P


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: DivineOverlord on July 16, 2011, 12:57:39 AM
about those other suggestions you've mentioned, I like the idea of some of them and others I don't like.

1. landing on Attack Air F lag - Not sure If this would be good since the slash itself is already slow with hitboxes lasting only 8 frames and a dodge lasts atleast 15 frames.

2. You make it sound easy to control hells gate while going an increased downward momentum lol we probably can do it but I'll leave that for Hollow/BBB/Tormod

3. (Down smash shouldn't hit behind him. It looks a bit silly when it does) - I don't know if you noticed but the hitboxes are attached to his sword and I did moved up the hit box by x=10 which should've help.

4. Down throw - you guys should've told me this before the last upload lol

5. His air mobility might be a little too good, it seems about like Wario's. Also... He walks too fast, this should be slowed down, since he's... Well. A psycho killer.

------Only for weak version is - OK

6. I don't like this Idea at all! no offense just my opinion.
 
Quote
Heartless Angel, and Godspeed shouldn't make you go into free fall. They should instead be like how Hollow disabled the B button moves after they're used, he made it to where you can use A button moves, but the B button would instead make him use A moves until he lands on the ground... Side B, and up B should stay as they are now.

7. another idea i dislike
Quote
Maybe Octoslash's full charge hit box shouldn't have knock back growth on any part of the slash, except for the last hit... It seems at high percentages, the foes get pushed out of range of the last hit...
if it has no knockback growth, it will never be able to kill.
EDIT: The preceding slashes before the last need atleast a base knock back or all slashes will miss.





Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: _Data_Drain_ on July 16, 2011, 01:02:37 AM
another idea i dislikeif it has no knockback growth, it will never be able to kill.
If the last hit had knock back growth, it will be able to kill. I'm talking about the hits before the last one.

Hm... Well, Heartless Angel could use that at least... It's not likely gonna hit really.

Down smash does hit behind him though... Although I wonder why if you moved the hit box?

Edit:
Although thinking about it now... With less air mobility, forward air might already be less safe to spam...



Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: DivineOverlord on July 16, 2011, 01:10:41 AM
If the last hit had knock back growth, it will be able to kill. I'm talking about the hits before the last one.

Hm... Well, Heartless Angel could use that at least... It's not likely gonna hit really.

Down smash does hit behind him though... Although I wonder why if you moved the hit box?

Edit:
Although thinking about it now... With less air mobility, forward air might already be less safe to spam...


cool as long as the last hit has knock back growth and the preceding ones have a base knock back then it should work good. Yet, I dont think the smaller hits can kill, can it? lol

oh for heartless angel that will probably be good since the move is too easy to dodge or block.

down smash probably needs smaller hit boxes then with the size of 5 or less.


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: Tasty Pumpkin Clock on July 16, 2011, 01:11:54 AM
Give UpThrow tons of knock back but no knock back growth, and maybe less damage.

It's a set up move, it shouldn't be used to kill or do damage but used to send the opponent really high for the sake of setting up attacks.


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: DivineOverlord on July 16, 2011, 01:12:48 AM
Give UpThrow tons of knock back but no knock back growth, and maybe less damage.

It's a set up move, it shouldn't be used to kill or do damage but used to send the opponent really high for the sake of setting up attacks.

I seeeee. That can be done.


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: _Data_Drain_ on July 16, 2011, 01:13:25 AM
And I think I just got an idea for back air... It's an idea someone else already had in here, but I'll try to describe it...

It would have a LOT of start up lag... Like this.
http://www.youtube.com/watch?v=uMGu70rZgPI&feature=player_detailpage#t=97s
That slow start up move when he's in the air... However... In Brawl, the force of his blade swing could turn him around.

And it would have hardly any end lag. And good kill power. But like it shows in the video, a lot of start up lag... What do you think?

The animation doesn't have to be 100% like the one in Dissidia. I just think a move similar to it would work out good.[


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: DivineOverlord on July 16, 2011, 01:15:05 AM
And I think I just got an idea for back air... It's an idea someone else already had in here, but I'll try to describe it...

It would have a LOT of start up lag... Like this.
[url]http://www.youtube.com/watch?v=uMGu70rZgPI&feature=player_detailpage#t=97s[/url]
That slow start up move when he's in the air... However... In Brawl, the force of his blade swing could turn him around.

And it would have hardly any end lag. And good kill power. But like it shows in the video, a lot of start up lag... What do you think?[


looks good. The animation looks fairly easy to make,,,do you guys like the animations I made so far for air N and Air F? if so I can make Air B lol


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: _Data_Drain_ on July 16, 2011, 01:17:57 AM
looks good. The animation looks fairly easy to make,,,do you guys like the animations I made so far for air N and Air F? if so I can make Air B lol
I like the ideas behind each one, and they are a very good start if you ask me. But those animations could use a little bit of touch ups... But. I feel you should go ahead and make back air as well. :)

Also... I wonder... What would Godspeed look like without the red GFX? I wonder if it would look more like how it does in Dissidia?


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: DivineOverlord on July 16, 2011, 01:36:39 AM
its hard to tell what god speed looks like from this video


http://www.youtube.com/watch?v=XpNa4rOnEzk#t=0m02s


but I could make better gfx for oblivion.


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: _Data_Drain_ on July 16, 2011, 01:44:56 AM
its hard to tell what god speed looks like from this video


[url]http://www.youtube.com/watch?v=XpNa4rOnEzk#t=0m02s[/url]


but I could make better gfx for oblivion.

Nah, leave Oblivion as it is.

Godspeed is just energy slices.
(http://i956.photobucket.com/albums/ae41/_Data_Drain_/Randomness/BEAM.png)
See?

And here.
http://www.youtube.com/watch?v=eI7p-xENNi8&feature=player_detailpage#t=20s
There's a video too. :P


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: Tasty Pumpkin Clock on July 16, 2011, 01:54:51 AM
If you ask me they look almost exactly like Kirby's air cutters.


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: DivineOverlord on July 16, 2011, 01:57:30 AM
Nah, leave Oblivion as it is.

Godspeed is just energy slices.
([url]http://i956.photobucket.com/albums/ae41/_Data_Drain_/Randomness/BEAM.png[/url])
See?

And here.
[url]http://www.youtube.com/watch?v=eI7p-xENNi8&feature=player_detailpage#t=20s[/url]
There's a video too. :P


hmm I wonder how I can make a kirby air cutter without using models and using regular gfx....so far god speed kinda looks like aura hit flags mixed with slash hit flags. Hey maybe I can use scratch gfx and resize it with a fast loop to look like a slash?


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: _Data_Drain_ on July 16, 2011, 02:04:39 AM
hmm I wonder how I can make a kirby air cutter without using models and using regular gfx....so far god speed kinda looks like aura hit flags mixed with slash hit flags. Hey maybe I can use scratch gfx and resize it with a fast loop to look like a slash?
I think the aura is actually how it looks on the foe... So I guess it could have aura hit flags?

As for the slices... Hm... I want to see how the scratch GFX would look.


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: DivineOverlord on July 16, 2011, 02:08:43 AM
I think the aura is actually how it looks on the foe... So I guess it could have aura hit flags?

As for the slices... Hm... I want to see how the scratch GFX would look.

we can try scratch gfx and mix it with aura or mix aura with water gfx and make the water loop fast to look like slices.

EDIT: water and aura works great!!!! :af:


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: _Data_Drain_ on July 16, 2011, 02:15:30 AM
we can try scratch gfx and mix it with aura or mix aura with water gfx and make the water loop fast to look like slices.

EDIT: water and aura works great!!!! :af:
Oh? Sounds like it would work out nicely, since the slices are blue. :P


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: Tasty Pumpkin Clock on July 16, 2011, 02:19:08 AM
Can we see a screen shot? It's sounding good.


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: _Data_Drain_ on July 16, 2011, 02:34:05 AM
Can we see a screen shot? It's sounding good.
Yeah, I want to see some pictures too.

You know what they say...

"A picture is worth 1000 words."


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: Thundaga_T2 on July 16, 2011, 03:22:27 AM
Hey i have another idea, Data, you know how you're always saying that Hell's Gate should be controllable? DO or anybody able, can you make it act like Mr G&W's (yeah him again lol) down aerial, in the sense that he can aim it slightly left or right before dropping. This way he can descend at an angle, as well as straight down if the player wishes.


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: _Data_Drain_ on July 16, 2011, 03:24:59 AM
Hey i have another idea, Data, you know how you're always saying that Hell's Gate should be controllable? DO or anybody able, can you make it act like Mr G&W's (yeah him again lol) down aerial, in the sense that he can aim it slightly left or right before dropping. This way he can descend at an angle, as well as straight down if the player wishes.

It actually was a lot like GW's before the going up change.

I want it to act like this again, while he goes up, and falls... So you can move him left and right as he goes upward, and falls. But to balance it out, it should have the end lag it had in Dissidia.

On a random note. I know how to fix other hacks to work with Sephiroth's new animations without looking creepy. :P

Open the model in BrawlBox, then in there, open the model data up. And go into the materials. From there, click everything, and change all type 2s, into type 0s... Like this.
(http://i956.photobucket.com/albums/ae41/_Data_Drain_/See.png)
I fixed Xemnas this way. XD


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: Tormod on July 16, 2011, 05:22:36 AM
It actually was a lot like GW's before the going up change.

I want it to act like this again, while he goes up, and falls... So you can move him left and right as he goes upward, and falls. But to balance it out, it should have the end lag it had in Dissidia.

On a random note. I know how to fix other hacks to work with Sephiroth's new animations without looking creepy. :P

Open the model in BrawlBox, then in there, open the model data up. And go into the materials. From there, click everything, and change all type 2s, into type 0s... Like this.
([url]http://i956.photobucket.com/albums/ae41/_Data_Drain_/See.png[/url])
I fixed Xemnas this way. XD

Wow you can change those in brawlbox now without hexing!? that would have saved some time when I first did this lol.


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: _Data_Drain_ on July 16, 2011, 05:41:19 AM
Wow you can change those in brawlbox now without hexing!? that would have saved some time when I first did this lol.
Yup, version 0.63d and up. :P


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: raykoojo on July 16, 2011, 06:38:50 AM
Alrighty so i tried to do that and when i changed it i didnt have the option for 0, the closes thing was invisible...i set that and tested. It froze up on me

EDIT: A matter of fact this is the same thing that happens with the Aeon psa and motion file too...idk what the problem is


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: xZedkiel on July 16, 2011, 07:28:39 AM
A video of this would be epic sir, left handed Sephy must be seen :D


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: Hackingstar on July 16, 2011, 01:08:51 PM
did anyone else notice that the up b glitch for Sephiroth's other up b (when he flys) was accidently forgotten to be fixed?


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: Tormod on July 16, 2011, 01:59:18 PM
did anyone else notice that the up b glitch for Sephiroth's other up b (when he flys) was accidently forgotten to be fixed?

Data fixed it recently, just redownload it and you should be fine.


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: lightning29 on July 16, 2011, 05:35:18 PM
im having an issue with the v4.0 when i try to put the motion.pac and the textures in the fighter folder an error pops up saying the parameters are incorrect and this is keeping me from playing with it, anyone got any ideas?

"an unexpected error is keeping you from copying the file. if you continue to receive this error, you can use the error code to search for help for this problem."

error 0x80070057: the parameter is incorrect


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: Tormod on July 16, 2011, 06:30:44 PM
im having an issue with the v4.0 when i try to put the motion.pac and the textures in the fighter folder an error pops up saying the parameters are incorrect and this is keeping me from playing with it, anyone got any ideas?

"an unexpected error is keeping you from copying the file. if you continue to receive this error, you can use the error code to search for help for this problem."

error 0x80070057: the parameter is incorrect
Did you check to makes sure you don't have the file opened in another program when you try to move it somewhere else?


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: lightning29 on July 16, 2011, 06:40:44 PM
Did you check to makes sure you don't have the file opened in another program when you try to move it somewhere else?

yes i dont know why its doing this at all the only thing that went into the folder was the FitMarth-weak version.pac, but the motion.pac and the textures wont


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: xZedkiel on July 16, 2011, 06:40:54 PM
I say two things I don't like. the way he jerks around during the grab and the taunt where he pulls out the wing. It needs to be more fluent and graceful, and the grab needs to be steady and precise.


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: _Data_Drain_ on July 16, 2011, 07:29:05 PM
Eh, I decided to make a video.
http://www.youtube.com/watch?v=pzU8_Yjho-0
It shows some of his moves off... And... Why I think forward air needs landing lag. XD


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: Tasty Pumpkin Clock on July 16, 2011, 08:04:40 PM
I couldn't pay attention to the video because of how awesome that SONG F*CKING WAS.
Good video btw, I think it showed all his moves, or almost anyways.

Btw how did you do Oblivion on the ground?


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: _Data_Drain_ on July 16, 2011, 08:07:31 PM
I couldn't pay attention to the video because of how awesome that SONG F*CKING WAS.
Good video btw, I think it showed all his moves, or almost anyways.

Btw how did you do Oblivion on the ground?
How did I do that? Just a very short hop, followed IMMEDIATELY by side B. That also works for Falco's side B, and Fox's.

And thank you. I'm glad someone liked the video. :P

And... I missed one move... Heartless Angel... Oh well... Maybe next time. I will make another video at some point, after he's got more finished.


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: Thundaga_T2 on July 16, 2011, 09:19:28 PM
Lol his warping dodge reminds me of Kirby series final bosses, the way they always teleport around a lot.


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: _Data_Drain_ on July 16, 2011, 09:28:17 PM
Lol his warping dodge reminds me of Kirby series final bosses, the way they always teleport around a lot.

Or in a way, Tabuu... Since he's like, pretty much a Kirby final boss move set wise.

Anyway, I fixed up the Sephiroth pack me and Wolfric did a while back. However I replaced Solid Sephiroth with Xemnas, not Xemnasroth, but Xemnas. With a laser Masamune. XD

http://www.mediafire.com/?6m2v59nhx3bqox4

If anyone wants it, here it is. But Kefkaroth's cape is odd with this version... The textures are reversed. If this can be fixed, let me know how.


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: Thundaga_T2 on July 16, 2011, 11:36:13 PM
Or in a way, Tabuu... Since he's like, pretty much a Kirby final boss move set wise. Anyway, I fixed up the Sephiroth pack me and Wolfric did a while back. However I replaced Solid Sephiroth with Xemnas, not Xemnasroth, but Xemnas. With a laser Masamune. XD [url]http://www.mediafire.com/?6m2v59nhx3bqox4[/url] If anyone wants it, here it is. But Kefkaroth's cape is odd with this version... The textures are reversed. If this can be fixed, let me know how.
Im pretty sure Tabuu's teleporting was based off of Kirby final bosses, i mean the game was directed by Sakurai, whom we all know is the creator of the Kirby series.


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: xZedkiel on July 16, 2011, 11:37:33 PM
So um, there was this odd teleporting glitch for me o: Sephiroth teleported to the left and died.


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: _Data_Drain_ on July 16, 2011, 11:50:22 PM
Im pretty sure Tabuu's teleporting was based off of Kirby final bosses, i mean the game was directed by Sakurai, whom we all know is the creator of the Kirby series.
I know. I know quite a bit about Kirby games. :P

Tabuu's kinda like a cross between Marx, and Nightmare in a way.

...

Anyway, before this gets off topic. Does anyone else think forward air needs landing lag? And... Actually now that I think about it... Some of the GFX could be down toned. Like side B air's hits could be smaller... Still flashy like they are now, but a bit smaller.

Down B air is already getting a GFX redo. So I won't say anything about that.


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: Albafika on July 16, 2011, 11:53:24 PM
I think Fair is working fine as it is, it's got enough startup lag as for the enemy to time a Power Shield.


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: _Data_Drain_ on July 17, 2011, 12:21:00 AM
I think Fair is working fine as it is, it's got enough startup lag as for the enemy to time a Power Shield.
But see, my problem with it is, if he's using the very tip of the blade, it's very hard to actually punish him. Even if you do power shield it.

Plus, think about it. Most forward airs that have a lot of range... Have some landing lag. This shouldn't be an exception I don't think.

Ike's has landing lag, Snake's air moves have landing lag... See what I mean? Plus neutral air is fast without end lag... If it had far less kill power, and MAYBE just a tiny little bit more end lag, and no landing lag like it has now. That can be what sets it apart from forward air, less kill power, less lag.

Plus I'm not saying forward air should have super nasty end lag like Ganondorf's forward air, just about as much as Sephiroth's back air. Maybe even a bit less then that. I just feel like there's little some characters can do... Like Kirby, he lacks range, and running speed...

Although, then again... I should fight a player before judging... But I still say a bit of landing lag would make that move balanced out well.


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: Kagemaru on July 17, 2011, 12:56:11 PM
If anyone uses the port of Sephi to Rob... swapping his Ai for Captain Falcon's works pretty well.

[/random]


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: Allbait on July 17, 2011, 01:48:10 PM
Something odd happened... I was playing as sephiroth then his eye and hair textures were inverted... as in inside out... it looked really odd XD Guess I'm just gonna download the sephiroth pack data posted up there and see if it fixs itself lol :3


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: Hackingstar on July 17, 2011, 03:12:01 PM
Something odd happened... I was playing as sephiroth then his eye and hair textures were inverted... as in inside out... it looked really odd XD Guess I'm just gonna download the sephiroth pack data posted up there and see if it fixs itself lol :3


i'm guessing you were using a different sephiroth model. the only sephiroth models that are compatible with this latest psa is the one included in the brawlvault download, and datadrain and wolfric's recreations of their custom Sephiroth Models, which is here. although data stated that one of the custom models made had the same issue you had so yeah don't use the one that was stated...yet.

Or in a way, Tabuu... Since he's like, pretty much a Kirby final boss move set wise.

Anyway, I fixed up the Sephiroth pack me and Wolfric did a while back. However I replaced Solid Sephiroth with Xemnas, not Xemnasroth, but Xemnas. With a laser Masamune. XD

[url]http://www.mediafire.com/?6m2v59nhx3bqox4[/url]

If anyone wants it, here it is. But Kefkaroth's cape is odd with this version... The textures are reversed. If this can be fixed, let me know how.


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: Kagemaru on July 17, 2011, 03:27:21 PM
Is the 'lazer' supposed to be white for the Xemnas?


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: _Data_Drain_ on July 17, 2011, 05:57:36 PM
i'm guessing you were using a different sephiroth model. the only sephiroth models that are compatible with this latest psa is the one included in the brawlvault download, and datadrain and wolfric's recreations of their custom Sephiroth Models, which is here. although data stated that one of the custom models made had the same issue you had so yeah don't use the one that was stated...yet.

Actually... I fixed Xemnas as I said. Look a page back, I explain how to fix models to work with Sephiroth.

Is the 'lazer' supposed to be white for the Xemnas?
Actually... It's supposed to have a pinkish red hue to it... Although some lighting makes it look white...


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: Hackingstar on July 17, 2011, 06:59:38 PM
Actually... I fixed Xemnas as I said. Look a page back, I explain how to fix models to work with Sephiroth.
Actually... It's supposed to have a pinkish red hue to it... Although some lighting makes it look white...

uh by all the ones in Materials you forgot to mention. Do i do it in just Materials1 folder or both Material1 and Material2 folders?


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: _Data_Drain_ on July 17, 2011, 07:00:31 PM
uh by all the ones in Materials you forgot to mention. Do i do it in just Materials1 folder or both Material1 and Material2 folders?
Just Materials1, sorry about that.


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: Hackingstar on July 17, 2011, 07:01:18 PM
thanks.


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: _Data_Drain_ on July 17, 2011, 07:16:53 PM
You're very much welcome. :)

...And I just thought of something... How does Falcon's final smash work? Maybe something like that can be done...?

Or am I just talking crazy talk now?


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: MandoWolfe on July 17, 2011, 11:13:56 PM
oh i think i know where your getting at. :D that would be awesome if this is possible.


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: _Data_Drain_ on July 17, 2011, 11:24:22 PM
oh i think i know where your getting at. :D that would be awesome if this is possible.
Okay... DO said he had a nearly good final smash... But the camera would get blocked by the stage... I wonder... Is there any way to get the foe so high in the sky, that there would be nothing blocking the stage? And slow down time big time? Practically freezing it?

If this could be done... The starting slash could be quick, but have end lag... Since this would be a one hit kill most likely. After that... Well, DO should know what I'm talking about from here. :P


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: DivineOverlord on July 18, 2011, 12:20:36 AM
Should I upload an alternate version that is the same as version 4.0 except he is right handed?

this would be version 4.0 right handed which will include 4.0 left handed.


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: _Data_Drain_ on July 18, 2011, 01:03:52 AM
Should I upload an alternate version that is the same as version 4.0 except he is right handed?

this would be version 4.0 right handed which will include 4.0 left handed.
Hm... If it's easy to change the animations, a right handed version would be good for some people I think.


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: DivineOverlord on July 18, 2011, 01:19:18 AM
mkay. I will also revamp down taunt animation where he take out his wings to make it look better for the next time I upload.....my new side project is gonna be either Tidus or Lulu from FFX


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: Tasty Pumpkin Clock on July 18, 2011, 01:36:52 AM
Tidus!! Definitely Tidus. That could be really interesting combining sword attacks and ball attacks. :D


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: DivineOverlord on July 18, 2011, 01:39:05 AM
Tidus!! Definitely Tidus. That could be really interesting combining sword attacks and ball attacks. :D

yup and I have all the models I'll need for his final smash where he uses the blitz ball as the final hit. XD...this PSA will be EPIC!! (especially since I'm very very familiar with tidus).


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: ThyLASA on July 18, 2011, 01:46:24 AM
mkay. I will also revamp down taunt animation where he take out his wings to make it look better for the next time I upload.....my new side project is gonna be either Tidus or Lulu from FFX
I kno it does not sound useful but if you need ideals for a moveset for tidus i can help with that


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: Hackingstar on July 18, 2011, 05:00:53 AM
You're very much welcome. :)

...And I just thought of something... How does Falcon's final smash work? Maybe something like that can be done...?

Or am I just talking crazy talk now?


Okay... DO said he had a nearly good final smash... But the camera would get blocked by the stage... I wonder... Is there any way to get the foe so high in the sky, that there would be nothing blocking the stage? And slow down time big time? Practically freezing it?

If this could be done... The starting slash could be quick, but have end lag... Since this would be a one hit kill most likely. After that... Well, DO should know what I'm talking about from here. :P


(ok i know i'm just talking here but hear me out)

i just had a vision on how the super nova final smash should start

First, Sephiroth slashes opponent diagonally upwards kinda like his up-tilt except without the gfx effects.

Second he flys up with his alternate up b (when he just flys up)

(if it's possible to edit the ssbb cameras)

Third, a slight camera zoom in so that he can do this animation at 0:03 (if it's possible to add a flashing effect to the animation, that'd be epic)

http://www.youtube.com/watch?v=OJvlzcW4TT0

Fourth - A slight camera tilt so that he can do the animation at 0:05
then, the camera freezes like it did there.

Fifth - Like data said, if it can work like captain falcon's final smash, (at the part when the camera zooms in when he's driving his race car) the camera will then go at that angle except maybe the camera could be edited to be so that it would face straight forward)

Sixth - Everything goes on from 0:08 in the video i posted here.







Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: _Data_Drain_ on July 18, 2011, 05:12:01 AM
Hm... But I do wonder though... Would this final smash have difficulty working in stages like Hyrule Temple? Or any with a ceiling?

I don't know... I guess if all else fails, we can have Hollow's final smash reworked to not be a flat out one hit kill... And have no hit lag what so ever, so it can be dodged on Sky World, or GHZ, or any other stage with something hittable...


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: Albafika on July 18, 2011, 09:07:05 AM
mkay. I will also revamp down taunt animation where he take out his wings to make it look better for the next time I upload.....my new side project is gonna be either Tidus or Lulu from FFX
I'd love to see either of 'em, preferably Lulu. <3


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: DivineOverlord on July 18, 2011, 07:48:22 PM
mkay, I figured out how the switching hands work on models and motion files. I'll for sure have a right handed version up that does not glitch at all soon.  oh so far I revamped Down Taunt, its much better now. I wonder what else I should revamp.


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: Hackingstar on July 18, 2011, 07:58:44 PM
what more is there left to revamp you say? (maybe this should be saved for v4.5 or v5...if there ever will be any such thing)

Okay... DO said he had a nearly good final smash... But the camera would get blocked by the stage... I wonder... Is there any way to get the foe so high in the sky, that there would be nothing blocking the stage? And slow down time big time? Practically freezing it?

If this could be done... The starting slash could be quick, but have end lag... Since this would be a one hit kill most likely. After that... Well, DO should know what I'm talking about from here. :P


(ok i know i'm just talking here but hear me out)

i just had a vision on how the super nova final smash should start

First, Sephiroth slashes opponent diagonally upwards kinda like his up-tilt except without the gfx effects.

Second he flys up with his alternate up b (when he just flys up)

(if it's possible to edit the ssbb cameras)

Third, a slight camera zoom in so that he can do this animation at 0:03 (if it's possible to add a flashing effect to the animation, that'd be epic)

[url]http://www.youtube.com/watch?v=OJvlzcW4TT0[/url]

Fourth - A slight camera tilt so that he can do the animation at 0:05
then, the camera freezes like it did there.

Fifth - Like data said, if it can work like captain falcon's final smash, (at the part when the camera zooms in when he's driving his race car) the camera will then go at that angle except maybe the camera could be edited to be so that it would face straight forward)

Sixth - Everything goes on from 0:08 in the video i posted here.








Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: DivineOverlord on July 18, 2011, 08:01:41 PM
what more is there left to revamp you say? (maybe this should be saved for v4.5 or v5...if there ever will be any such thing)


mehhhh, its a complex final smash...I'm gonna have to use my brain a lot to get it to work and moar motivation lol.............................................. ..XD


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: Albafika on July 18, 2011, 08:02:43 PM
mehhhh, its a complex final smash...I'm gonna have to use my brain a lot to get it to work and moar motivation lol.............................................. ..XD
I'd say, wait for Tormod's share of animations, and work on other projects, say Dante or Tidus/Lulu. :P


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: Hackingstar on July 18, 2011, 08:04:00 PM
yeah DO you said you wanted a break from this and this latest version. may i say, IT IS THE BOMB XD. but yeah future updates from you can wait for now.

*EDIT* ok future updates on hold and yeah...go have fun with other projects you want to do soon. you deserve a break.


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: DivineOverlord on July 18, 2011, 08:05:32 PM
I'd say, wait for Tormod's share of animations, and work on other projects, say Dante or Tidus/Lulu. :P


oh yeah, I almost forgot about Tidus. I actually have more interest in a Tidus PSA over sephy right now.....but here is the revamped down taunt for those who want it now.


Guess that puts the right hand version on hold.

Fixed Down Taunt Chro.
http://www.mediafire.com/?2wmkuqu5yhxy8zb


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: Albafika on July 18, 2011, 08:07:41 PM
oh yeah, I almost forgot about Tidus. I actually have more interest in a Tidus PSA over sephy right now.....but here is the revamped down taunt for those who want it now.


Guess that puts the right hand version on hold.

[url]http://www.mediafire.com/?2wmkuqu5yhxy8zb[/url]
Yeah, distract your mind with something else for now, you've done too much. XD

Also, make Gunner Yuna a bit balanced. D: The dtilt is OP. XD


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: Hackingstar on July 18, 2011, 08:08:36 PM
agreed. once again i say, have a nice break.  ;D


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: DivineOverlord on July 18, 2011, 08:12:17 PM
Yeah, distract your mind with something else for now, you've done too much. XD

Also, make Gunner Yuna a bit balanced. D: The dtilt is OP. XD

oh shoot, speaking about guns, I forgot about YUNA!!! I need  to revamp her bigtime since I made that PSA in ONE day lol


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: Tasty Pumpkin Clock on July 18, 2011, 08:33:15 PM
Don't forget about Tidus. You should have a poll for who you start with.


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: xZedkiel on July 18, 2011, 08:40:40 PM
oh shoot, speaking about guns, I forgot about YUNA!!! I need  to revamp her bigtime since I made that PSA in ONE day lol
About this, you should make a Spidey-Friendly Yuna ;D


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: Kagemaru on July 18, 2011, 09:01:54 PM
I haven't been paying 100% attention to this thread, but is everyone aware of the problem with the Up grab? It... kinda doesn't hurt on the way back to the ground. At least by the time its over, the character is just... standing there in the middle of the light show.

Or is it just me?


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: xZedkiel on July 18, 2011, 09:46:39 PM
I haven't been paying 100% attention to this thread, but is everyone aware of the problem with the Up grab? It... kinda doesn't hurt on the way back to the ground. At least by the time its over, the character is just... standing there in the middle of the light show.

Or is it just me?
You mean Up Throw, and yes it does like no knockback or something along those lines.


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: DivineOverlord on July 18, 2011, 09:51:43 PM
I haven't been paying 100% attention to this thread, but is everyone aware of the problem with the Up grab? It... kinda doesn't hurt on the way back to the ground. At least by the time its over, the character is just... standing there in the middle of the light show.

Or is it just me?

oh I think you mean down throw. This is gonna be edited to be the same as game&watch in terms of trajectory.


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: _Data_Drain_ on July 18, 2011, 09:59:49 PM
About this, you should make a Spidey-Friendly Yuna ;D
I wouldn't mind this either. It would be kinda nice to have a PSA that can be used with Spiderman as well... Since Zelda is crippled without Sheik...

So a nice stand alone PSA for her would be nice.


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: DivineOverlord on July 18, 2011, 10:03:49 PM
I wouldn't mind this either. It would be kinda nice to have a PSA that can be used with Spiderman as well... Since Zelda is crippled without Sheik...

So a nice stand alone PSA for her would be nice.

yep, I Think I can make a spiderman friendly version. Since I know that spiderman uses one of zelda's models in FitZelda.pac file and the yuna PSA only needs the guns and bullets models leaving one model free.


OH Data - I got your message about peach. theres tons of options for graphics edit on her external drive. What elemental force do you want her to have to replace her hearts?
dark, fire, wind, aura, lightning, void, light, star, water? too many options lol


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: _Data_Drain_ on July 18, 2011, 10:10:45 PM
yep, I Think I can make a spiderman friendly version. Since I know that spiderman uses one of zelda's models in FitZelda.pac file and the yuna PSA only needs the guns and bullets models leaving one model free.


OH Data - I got your message about peach. theres tons of options for graphics edit on her external drive. What elemental force do you want her to have to replace her hearts?
dark, fire, wind, aura, lightning, void, light, star, water? too many options lol
Alright, that will be cool.

Now as for the option...

Well, he wanted something not girly... And uses characters like Etna... Darkness, fire, void, lightning, aura... Any of those should work. Whichever one looks coolest should do. :)


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: DivineOverlord on July 18, 2011, 10:15:46 PM
Alrighty, .. Darkness, fire, void, lightning, aura coming right up. (I can sometimes mix all elements into one element too XD)


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: _Data_Drain_ on July 18, 2011, 10:32:01 PM
Alrighty, .. Darkness, fire, void, lightning, aura coming right up. (I can sometimes mix all elements into one element too XD)
Hm... Multi elements would be neat too. :P

Like I said though, do as you want. I think any of those should do the trick.


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: Tormod on July 18, 2011, 10:38:07 PM
I'd say, wait for Tormod's share of animations, and work on other projects, say Dante or Tidus/Lulu. :P
Yeah sorry I really haven't made many actual animations lol. I have a few on my computer and a more that are partially done. I just found myself thinking of other projects while I was working on this, Plus Divine has brought it a long way in a short amount of time recently so it's not in dire need of work. I'll get back to them when motivation strikes back.
And for the right handed motion file, can't you just use the original 3.6 motion file before I switched it over? The handedness is really the only thing I changed between the two besides fixing the body proportions, but its not hugely noticeable.


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: Thundaga_T2 on July 18, 2011, 10:43:31 PM
Yeah sorry I really haven't made many actual animations lol. I have a few on my computer and a more that are partially done. I just found myself thinking of other projects while I was working on this, Plus Divine has brought it a long way in a short amount of time recently so it's not in dire need of work. I'll get back to them when motivation strikes back. And for the right handed motion file, can't you just use the original 3.6 motion file before I switched it over? The handedness is really the only thing I changed between the two besides fixing the body proportions, but its not hugely noticeable.
Some people really care that much whether he is left handed or not lol. I would think it doesnt bother people that much, I didnt even know that Sephy was left handed until this thread came around.


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: DivineOverlord on July 18, 2011, 10:48:40 PM
Yeah sorry I really haven't made many actual animations lol. I have a few on my computer and a more that are partially done. I just found myself thinking of other projects while I was working on this, Plus Divine has brought it a long way in a short amount of time recently so it's not in dire need of work. I'll get back to them when motivation strikes back.
And for the right handed motion file, can't you just use the original 3.6 motion file before I switched it over? The handedness is really the only thing I changed between the two besides fixing the body proportions, but its not hugely noticeable.

yup that was the plan haha. I was just gonna use version 3.6 motion file and import the new animations. I might do it tonight while I make other minor hacks on peach and winged falco. I noticed that all I had to to was switch -1 to 1 and he'll be right handed XD (just till we figure out what's causing the glitch on the UP B landing in the left hand version).


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: _Data_Drain_ on July 18, 2011, 11:23:24 PM
Oh yeah, DO, also... I bet that friend of mine would also like her side B hearts gone too... Either make them just gone all together... Or make it like Melee's side B. :P

(Instead of hearts, she made the foe blow up. XD)


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: xZedkiel on July 18, 2011, 11:32:21 PM
But that's booty love D: Her butt loves you so it flies at you. But all it does is hurt you T.T So it makes sense to remove the hearts XD Or switch it to stars (Rosalina style ;D)


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: DivineOverlord on July 19, 2011, 12:11:45 AM
But that's booty love D: Her butt loves you so it flies at you. But all it does is hurt you T.T So it makes sense to remove the hearts XD Or switch it to stars (Rosalina style ;D)

I managed to make blue fire but I have no idea how I did it lol (from peach's hearts)


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: _Data_Drain_ on July 19, 2011, 01:19:16 AM
I managed to make blue fire but I have no idea how I did it lol (from peach's hearts)

Blue fire? Cool. :P

On a random note... I made another video for Sephiroth.
http://www.youtube.com/watch?v=3GY8FadkGPs
(Forgive my bad playing this time... I had to play on a tiny preview screen in Dazzle... And it also doesn't help I was tired. <_>;)


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: DivineOverlord on July 19, 2011, 01:22:13 AM
^ what peach psa is that?

side note:

Sephy is about to get another update, BigBadBooya made several new animations.


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: Tasty Pumpkin Clock on July 19, 2011, 01:30:10 AM
Yaay


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: _Data_Drain_ on July 19, 2011, 01:36:34 AM
^ what peach psa is that?

side note:

Sephy is about to get another update, BigBadBooya made several new animations.
It's Cirno, she's over Lucas...

And as to why I fought her... Well... That's a Doujin version of her theme... Which they made sound a LOT like OWA... So there's why I fought her. :P


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: xZedkiel on July 19, 2011, 03:48:03 AM
YAAAAYUH! New animations :D


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: Hackingstar on July 19, 2011, 04:53:52 AM
sweet!


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: _Data_Drain_ on July 19, 2011, 05:13:32 AM
DO... Now, this hasn't really bothered me... But some people say there's too many GFX going on... Maybe for some moves, this can be down toned?

Down air, and the entry, you could get rid of the Pokeball GFX.

For side B, make the hit sparks smaller.

For Down B ground... Can you make the meteor fire look like it did in older versions? With just the normal fire GFX? Then replace down B with Entei's fire?

You're already fixing down B air, so I think you'll make that look good, just make the GFX smallish.

Down smash... The dirt could be closer to where he hits the ground, and it could be more subtle...

Side tilt... Well, I like this as it is honestly, but just a touch smaller might work out alright, since it looks pretty much like how it does in Dissidia.

Again, I'm sorry for all this text... I just showed this PSA to some people in a chat I go to, and they said there's too much GFX...

This can be for the FINAL version, when polishing comes about.


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: Tasty Pumpkin Clock on July 19, 2011, 05:29:55 AM
His entry is supposed to be flashy

So is side B

I have no opinion on the meteor

I agree with down smash

Side tilt is fine.


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: _Data_Drain_ on July 19, 2011, 05:34:05 AM
His entry is supposed to be flashy

So is side B

I have no opinion on the meteor

I agree with down smash

Side tilt is fine.
Well... But I was just saying though... Other people were saying he has too many GFX...

Alright, the entry can stay the way it is...

Oblivion though... It's hits could match Dissidia's more perhaps, it wasn't as flashy there.

I was only saying Meteor's fire could be a normal GFX again, to free up space for Entei's fire for down B.

And I wonder... What would down smash look like with one light GFX? Can one be made taller, but the same width? I have no idea...

Edit: I'm just gonna post that feedback now... Warning, this is a huge list... Really huge... It should only be used for the final version of this move set... Hollow can look it over, because DO deserves a nice long break from this, he's already done a lot of nice work, so... Yeah, DO, good luck with whatever else you're working on. :)

As for whoever is working on this PSA... You might want to copy and paste this feedback into a word pad... To make it easy to find again.

Also note, this is the weak version... All other version's GFX can be left alone.

Moves and Physics:

Neutral air needs a TINY bit of end lag, and no kill power. Why do I say tiny bit? Well, it's not as usable as forward air on stage, but off stage it's a powerful gimping tool... So that's why I want the power nerf, it should be a damage dealer only. But the landing lag should be left as is. Since while it is a little spammable. It's not nearly as deadly as forward air on stage, it will mostly deal 4% damage...

I feel forward air needs landing lag, as much as his current back air. The reason is that some characters I don't think can get through forward air spam... Now, I haven't tried this on a player, but it seems on CPU it combos right into AAA... And in some cases forward smash? So, just a bit of landing lag should fix this.

The uncharged version of forward smash has a very long lasting hit box... This should be fixed I think.

You should be able to control Hell's Gate in the air. And it should have more ending lag, since if it was controllable as is... You could hop all over the place with a spammable move.

Back air can be a very slow slash, with an animation much like his HP Chase attack in Dissidia 012... This should be a kill move, with a LOT of start up lag, and I mean a lot. Like... If you short hop off the stage, you might have a hard time getting back to it... But in exchange, it could have little landing, and end lag.

Down smash shouldn't hit behind him. It looks a bit silly when it does.

Down and up smash should trade damage %. down smash should, once it's hit box is fixed, do 16% damage, where as up smash should do 13%, think about it, one will only hit one side, and have shorter range, the other hits both sides, and has a lot of range. So yeah. They should trade damage.

His up throw should have a high base knock back. But no knock back growth what so ever. A pure set up throw, nothing more, enough to send foes up to be able to get hit by either up air, or if they DI a bit, up tilt.

Forward throw... Well, it seems fine as is programming wise, although the electricity seems out of place.

Back throw... Well, Tormod's animation for it was very nice, that should be used in the final version, just slowed down.

The down throw should set up for tech chases. Like Mr. Game and Watch's down throw.

His air mobility is WAY too good! He has more then Wario! I tested this with them both side by side... Sephiroth can air dash dance. Also... He walks too fast, this should be slowed down, since he's... Well. A psycho killer.

GFX:

For side B, make the hit sparks smaller.

For Down B ground... Can you make the meteor fire look like it did in older versions? With just the normal fire GFX? Then replace down B with Entei's fire? Also... I wonder if down B should just have two levels of charge... The third one lacks use honestly. And it might look too busy with however many pillars there are... This is optional though.

You're already fixing down B air, so I think you'll make that look good, just make the GFX smallish.

Down smash... The dirt could be closer to where he hits the ground, and it could be more subtle...

Side tilt... Well, I like this as it is honestly, but just a touch smaller might work out alright, since it looks pretty much like how it does in Dissidia.

Pardon the recycled bits of this... But I didn't feel like writing everything again, just update my older feedback.

And... I am really really sorry for nitpicking so much... I blame my OCD... I hope I'm not being a pain...


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: Aafyre on July 19, 2011, 11:57:23 PM
I really love a lot of things about this Sephiroth PSA. I think Datadrain pretty much got most of the major issues left with the PSA but I just have a few more nitpicks:

1) I think the graphics for the side B and the Aerial down B are too big and distracting right now

2) Certain moves, like his aerial down A are still too good.

3) In my opinion, the main move that needs to be changed is the Down throw. I really would love it if he slammed his opponent into the ground and then stabbed him with his sword. I think Mitsurugi does something similar in Soul Calibur if that helps.


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: _Data_Drain_ on July 20, 2011, 12:03:10 AM
I really love a lot of things about this Sephiroth PSA. I think Datadrain pretty much got most of the major issues left with the PSA but I just have a few more nitpicks:

1) I think the graphics for the side B and the Aerial down B are too big and distracting right now
Yeah, I agree here, they should be smaller GFX, like I said, the hits on side B air should be like how they are in Dissidia, they're there. But you can see the foe much more.

2) Certain moves, like his aerial down A are still too good.
This definitely. As seen in some videos... It can be a very powerful spike on stage, and has a lot of kill power. Like I said, end lag should fix that.

3) In my opinion, the main move that needs to be changed is the Down throw. I really would love it if he slammed his opponent into the ground and then stabbed him with his sword. I think Mitsurugi does something similar in Soul Calibur if that helps.
Yeah, this sounds cool, and less flashy, but more badass... And Sephiroth like.

Plus it would work with the knock back change that was suggested. Since Sephiroth slams the foe down, and stabs them... This could make them floor bounce a slight bit, thus allowing him to tech chase.

Very good points Aafyre. :)


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: Aafyre on July 20, 2011, 12:05:56 AM
Thanks very much :).

Also, if this hasn't been brought up yet, his aerial down A spikes characters in water stages without killing himself. That might be a little unfair since it's so fast and easy to hit.


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: _Data_Drain_ on July 20, 2011, 12:10:49 AM
Thanks very much :).

Also, if this hasn't been brought up yet, his aerial down A spikes characters in water stages without killing himself. That might be a little unfair since it's so fast and easy to hit.
Yeah, it's pretty crazy on Pirate Ship... Although, I wonder how one could fix this? Maybe a bit more start up time on the move?


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: Thundaga_T2 on July 20, 2011, 06:36:55 PM
Yeah, it's pretty crazy on Pirate Ship... Although, I wonder how one could fix this? Maybe a bit more start up time on the move?
You could always make it so that it either doesnt spike late into the move, or make it weaker as he falls. And only have it strong spike as soon as he starts falling, but make it short lasting.


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: _Data_Drain_ on July 20, 2011, 08:39:14 PM
You could always make it so that it either doesnt spike late into the move, or make it weaker as he falls. And only have it strong spike as soon as he starts falling, but make it short lasting.
I also still wonder if how it was in Dissidia is possible... It did multi hits, rather then one strong spike, these hits could deal 1% damage, and the final hit could do less then before? They shoot the foe down like before, but as Sephiroth falls instead of one hit then sends them straight down.

But if it's not... What you said could also work.


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: DivineOverlord on July 21, 2011, 03:28:14 AM
Sephy is about to get another update, I'm done with version 4.1...just need to edit the other versions :P


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: Puraidou on July 21, 2011, 03:34:43 AM
Sephy is about to get another update, I'm done with version 4.1...just need to edit the other versions :P
Guess me saying that V5 is the FINALLY FULLY COMPLETED Sephiroth wasn't all that off was it? xD (joke i made on youtube about it :P)

Quote
@DataDrain02 Yeah that's pretty much it.

...

Will Sephy V5 be the final perfected version? Or will it be just another step to perfection? Stay tuned and wait for another amazing download of Sephiroth ... Z! (DBZ Ref ftw? XD)
PrideToBeBrawl 3 days ago
:P


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: _Data_Drain_ on July 21, 2011, 03:39:38 AM
Sephy is about to get another update, I'm done with version 4.1...just need to edit the other versions :P
DO, did you read mine, and Aafyre's feedback? I think these should be included in the next version. XD


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: DivineOverlord on July 21, 2011, 04:12:09 AM
DO, did you read mine, and Aafyre's feedback? I think these should be included in the next version. XD

All GFX has been revamped. except for meteor fire and down B special.

Down A in air is now controllable to precision of Dissadia

+ new entry by BBB which is the same as Dissadia
+ revamped other animations by BBB

I'll probably release it tomorrow since its starting to get late. lol


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: Puraidou on July 21, 2011, 04:15:15 AM
All GFX has been revamped. except for meteor fire and down B special.

Down A in air is now controllable to precision of Dissadia

+ new entry by BBB which is the same as Dissadia
+ revamped other animations by BBB

I'll probably release it tomorrow since its starting to get late. lol
It's only 3.15am for you, that's not late at all *shot*
xD


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: _Data_Drain_ on July 21, 2011, 04:16:00 AM
All GFX has been revamped. except for meteor fire and down B special.

Down A in air is now controllable to precision of Dissadia

+ new entry by BBB which is the same as Dissadia
+ revamped other animations by BBB

I'll probably release it tomorrow since its starting to get late. lol
Alright, tomorrow works for me, just take your time, no rush needed, just polish everything like I said, and he should be ready. :P

Take your time.

Edit:
His running grab animation should have as much end lag as the standing grab... Randomish, I know, but that's something he also needs, since there's no point in doing a standing grab as it stands now.


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: DivineOverlord on July 21, 2011, 04:41:19 AM
lol I cant do all that withing one update. I mean it would take awhile to get the grab animation everyone deems good. Other news, I finally got down throw to stab foes into the ground. XD and side B graphics are exactly like Dissadia's ;D



new side B graphic

(http://i.imgur.com/tUKmO.jpg)


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: _Data_Drain_ on July 21, 2011, 04:48:12 AM
lol I cant do all that withing one update. I mean it would take awhile to get the grab animation everyone deems good. Other news, I finally got down throw to stab foes into the ground. XD and side B graphics are exactly like Dissadia's ;D



new side B graphic

([url]http://i.imgur.com/tUKmO.jpg[/url])

Hm... Shrink the GFX a bit, and that will be great, for this attack, they should be little cutters. As for down B, they should be half Sephiroth's size

As I said, one of the biggest problems now he has, is the GFX being too big. Regulate them to match more how Brawl does them... Small, but noticeable.

Just make those little cutters, and make down B air's GFX half Sephiroth's size.

Side B ground is a good example of the GFX being just right, not too big, but has impact...

Make the others match this ideal. Not too big, but has impact.



...And I'm glad to hear the down throw will be like what Aaf wanted. :)


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: Hackingstar on July 21, 2011, 07:48:12 AM
like i said, this psa will soon be the BOMB. XD


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: _Data_Drain_ on July 21, 2011, 07:55:40 AM
like i said, this psa will soon be the BOMB. XD
This, but it has a few things it needs...

Like smaller GFX on some moves... Like even DO's new side B air GFX... They need to be small little cutters, rather then ones bigger then the characters.

And some others being made smaller too...

Side B ground is fine however, that doesn't need any changes.

And it needs what I said in my huge feedback on the last page too. XD


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: MandoWolfe on July 21, 2011, 11:05:44 AM
ahh! everytime i get the new Sephiroth, an even better one comes out. lol XD well this is starting to look really good... and it makes me wish my PSP and my Wii werent broken. lol good job DO on everything and everyone who made this PSA come to life.

oh and also thank you all those who reviewed it and gave their incredible feedback. :) without you guys, the PSA wouldnt have improved as great as it has. :D


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: _Data_Drain_ on July 21, 2011, 11:10:21 AM
Oh and also thank you all those who reviewed it and gave their incredible feedback. :) without you guys, the PSA wouldnt have improved as great as it has. :D
You're very much welcome. :P

However, I have a question to you... Would you all be alright with the GFX being smaller in size on some moves? This way, he fits in more with the cast of Smash. I feel it would help finalize Sephiroth. As well as balancing the final bits here and there. And the final animations.


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: MandoWolfe on July 21, 2011, 11:33:17 AM
well on my opinion i believe that Sephiroth on Dissidia does have small GFX on those moves you mentioned. and i also believe they should be smaller.  the GFX look great but they do need to be modified so they arent that distracting. Just like the other characters of Brawl, they have GFX that you can tell what's coming, but its not entirely distracting.

so i agree that they should be toned down just a bit. the Meteor looks great the way it is. the Side B in air needs just be bit more smaller. and the Down B in air.. well im not entirely too sure about how the new GFX looks on that one, so i cant give my opinion on that.


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: Albafika on July 21, 2011, 12:02:58 PM
I've not posted in a while, but I've read it all.

I totally agree with Data and Aafyre in all aspects. Ever since the beginning I've been wanting this, but I had no voice since I was the only one who'd ask for it.

Let's make a quick comparison...

Let's compare SDo0m's Cloud with vBrawl Roster:

A Attacks

-> All his Smashes and A attacks are normal attacks (Even though AAA and Side tilt has huge combos, they're fitting)

But, the exception would be Down and Up Smash, which I believe should be edited to fit the roster, but are passable.

B Attacks

-> Now, onto the Specials, EVERY attack fits the whole roster:

- Side B (Both Aerial and Grounded): Looks like something you could expect on a character. Falco/Fox and Ike have a similar attack to this (In respect to trajectory) so it fits.

- Neutral B: I don't think I should voice my opinion on this one, it's a totally normal projectile that fits vbrawl 100%

- Aerial Down B: The attack is similar to Side B, but diagonally downward, and if it hits someone, Cloud'd jump back. Sounds pretty fitting, in my opinion.

- Up B: It looks like it's huge, but the attack is not unfitting, since it doesn't connects 100% so you'd rarely get to abuse it for other things than recovery purposes, I just feel it'd need to be punishabled a bit more.

- Ground Down B:

Now this is what I'd call an unfitting move:

-The attack's too huge, something no other vBrawl character has.
-Can be very strong too if properly used.
-Covers an inmense area of the Stage.

But, it being the only one, it's fine.

And I don't need to mention Omnislash V5, the attack is too hard to pull out it fits.


Now let's compare this Sephiroth with the vBrawl Roster:


A Attacks

-> These needs total revision.

- Up Tilt: The attack is a projectile, an endless trajectory projectile.

- Side Tilt: Even though it looks OP and abuses GFX, it's not so storng, it really fits Sephiroth's multi hit style.

But still, these "Tilts" abuse many GFX, I'd say we need to recheck on Up Tilt, that move doesn't fits at all for a Tilt.

- Down Tilt really fits, it's the only vBrawl standard move.

- Up Smash is totally fitting

- Side Smash is fitting, and having an extra like Octaslash is nice, but I feel it needs to be edited to have more "cast time", to make it worthy (Let's say, sorta like Cloud's Omnislash)

- Down Smash needs to be looked at again, the fact Sephy attacks one side and hits on his back it's odd, and, again, it abuses too many GFX compared to vBrawl.


B Attacks

-> We saw some GFX abuse on the A Attacks, but here's where we'll have the most.

First, Ground Specials:

- Neutral B: This one is the same (Rather, similar) as Cloud's Meteorain in terms of range and GFX. It could fit if there weren't other attacks that exceed on GFX as well...

- Down B: This move... Grows 2 pillars of fire up to the top... GFX absue much? Way more than Neutral B, now we've got 2 non-vBrawl specials.

- Side B: This one totally fits, nothing of this one needs to be edited, other than some hitbox adjustments, and that's about it.

- Up B: The move totally fits vBrawl.

Now, Aerial Specials:

- Neutral B: Doesn't abuses GFX, serves its purpose, it fits Sephiroth.

- Down B: Too... Many.. GFX for vBrawl... It looks huger than Cloud's Meteorain. And that's 3 specials on the look.

- Side B: The move acts like Falco's, only that this one develops Sephiroth's trademark (Multihitting). It fits, but needs smaller GFX, not new, just smaller.

Now, with all this said, the comparison tells:

Cloud's GFX abusing: 1

Sephiroth's GFX abusing: 4-5


*Grabs anti-flaming shield*


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: Aafyre on July 21, 2011, 01:03:01 PM
I think part of what makes Sephiroth cool is that he never really puts much effort into things, so I think his animations should reflect that. For example, I like how in his Up Throw he just casually tosses the opponent upward. Other ones, though, like his Back Throw, just look like he's trying too hard.

I don't know if this has been suggested yet, but for a victory animation, you could have him look up slowly and then walk into a giant fire and disappear. You all know what I'm talking about. Vintage Sephiroth.


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: Albafika on July 21, 2011, 01:09:05 PM
I think part of what makes Sephiroth cool is that he never really puts much effort into things, so I think his animations should reflect that. For example, I like how in his Up Throw he just casually tosses the opponent upward. Other ones, though, like his Back Throw, just look like he's trying too hard.

I don't know if this has been suggested yet, but for a victory animation, you could have him look up slowly and then walk into a giant fire and disappear. You all know what I'm talking about. Vintage Sephiroth.
(http://socksmakepeoplesexy.net/images/fatk/10.jpg)
What?
(http://retromedia.ign.com/retro/image/article/870/870770/page3_end_FFVII_1209601217.jpg)
I sure know what you're meaning, my friend. ;)


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: MandoWolfe on July 21, 2011, 01:23:56 PM
oh that would be AWESOME! XD


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: Tasty Pumpkin Clock on July 21, 2011, 01:44:32 PM
Agreed! I also agree that back throw (and forward throw) look very un Sephiroth like. It looks like he's trying much too hard.


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: DivineOverlord on July 21, 2011, 10:40:22 PM
version 4.1 should be out tonight. I just finished editing and revamping graphics. Now Im about to change the Meteor fire graphics to something more pleasing to our eyes ;D. I haven't changed any of the throw animations only because theres too many different options going on here but if we can come up with an ideal back or forward throw then we can execute it.

This next update will involve brawl system customization, where we will use the common3.pac file to get sephiroth slash effects color. I recolored the common slash effects and edited the animations of them to be congruent to sephiroth's slashing style since we ran out of graphic models in the fitmarth.pac file. I also made other color edits to the slash effect that incudes: Blue, Red, Purple, and green. I think this will be nice to have since it gives more customization to sephiroth fans on brawl.




Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: Hackingstar on July 21, 2011, 10:43:27 PM
about the meteor fire, how pleasant if i may ask?  :af:


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: _Data_Drain_ on July 21, 2011, 11:08:47 PM
I don't know if this has been suggested yet, but for a victory animation, you could have him look up slowly and then walk into a giant fire and disappear. You all know what I'm talking about. Vintage Sephiroth.
That would be pretty cool, although there would be a lot of GFX on it... But... Then again if done right, it would look cool. XD

And, I agree pretty much with what Wolfric said... Although I might miss that up tilt... :(

version 4.1 should be out tonight. I just finished editing and revamping graphics. Now Im about to change the Meteor fire graphics to something more pleasing to our eyes ;D. I haven&#039;t changed any of the throw animations only because theres too many different options going on here but if we can come up with an ideal back or forward throw then we can execute it.

This next update will involve brawl system customization, where we will use the common3.pac file to get sephiroth slash effects color. I recolored the common slash effects and edited the animations of them to be congruent to sephiroth&#039;s slashing style since we ran out of graphic models in the fitmarth.pac file. I also made other color edits to the slash effect that incudes: Blue, Red, Purple, and green. I think this will be nice to have since it gives more customization to sephiroth fans on brawl.



Again, as long as you listened, and made the GFX smaller. It should be a fine update. :)


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: DivineOverlord on July 21, 2011, 11:13:09 PM
That would be pretty cool, although there would be a lot of GFX on it... But... Then again if done right, it would look cool. XD

And, I agree pretty much with what Wolfric said... Although I might miss that up tilt... :(
Again, as long as you listened, and made the GFX smaller. It should be a fine update. :)

lol you sure like to repeat yourself huh... I resized most gfx like 2 days ago. I just don't like to spoil everything. sides, i'm also doing what I think is best.

EDIT: I also fixed up a lot of hit box issues like with down smash and air attacks.


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: _Data_Drain_ on July 21, 2011, 11:19:37 PM
lol you sure like to repeat yourself huh... I resized most gfx like 2 days ago. I just don't like to spoil everything. sides, i'm also doing what I think is best.

EDIT: I also fixed up a lot of hit box issues like with down smash and air attacks.
I apologize for that... I just want to make sure the GFX are a good deal smaller.

Also, that's good to know, so down smash won't hit behind him now? Nice!

Did you switch the damage of down and up smash? So down smash does 16% damage, and up smash does 13%?


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: DivineOverlord on July 21, 2011, 11:23:55 PM
I apologize for that... I just want to make sure the GFX are a good deal smaller.

Also, that's good to know, so down smash won't hit behind him now? Nice!

Did you switch the damage of down and up smash? So down smash does 16% damage, and up smash does 13%?

nah, down smash no longer hits behind sephy any more, I'm 100% positive this time since I'm testing it right now lol. Everything does look better with smaller gfx. The current version that is out has wayyy oversized gfx haha.

Right now I'm just doing more testing and changing down smash fire gfx. Then moving on to making the other versions (where I'll do the hit box damage switch).


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: _Data_Drain_ on July 21, 2011, 11:28:10 PM
nah, down smash no longer hits behind sephy any more, I'm 100% positive this time since I'm testing it right now lol. Everything does look better with smaller gfx. The current version that is out has wayyy oversized gfx haha.

Right now I'm just doing more testing and changing down smash fire gfx. Then moving on to making the other versions (where I'll do the hit box damage switch).
Ah, cool. And I'm sure the GFX switching is gonna be easy right? Even with Spiderman's in there.

Just locate the GFXs you edited, then replace them right?


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: DivineOverlord on July 21, 2011, 11:33:33 PM
Ah, cool. And I'm sure the GFX switching is gonna be easy right? Even with Spiderman's in there.

Just locate the GFXs you edited, then replace them right?

yeah. I'll put up directions on how to replace the gfx I edited in the common3.pac file while also including the common3 file and the ef_common.pac file....I might as will include the model [##] file as well for those who only want to replace the new gfx-ed slash.



EDIT:  :af: the new Down B graphics looks sooo AMAZING !!! (faints from the epicness) lol


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: _Data_Drain_ on July 21, 2011, 11:39:11 PM
yeah. I'll put up directions on how to replace the gfx I edited in the common3.pac file while also including the common3 file and the ef_common.pac file....I might as will include the model [##] file as well for those who only want to replace the new gfx-ed slash.



EDIT:  :af: the new Down B graphics looks sooo AMAZING !!! (faints from the epicness) lol
Oh? I look forward to this. :)


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: DivineOverlord on July 21, 2011, 11:42:33 PM
Oh? I look forward to this. :)


yup yup it looks like this type of fire (http://retromedia.ign.com/retro/image/article/870/870770/page3_end_FFVII_1209601217.jpg) except better and more realistic.

I just tested it out just now and liked it very much.


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: _Data_Drain_ on July 22, 2011, 12:01:06 AM
So... It will look like real fire pillars eh? That sound good to me. :)


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: Tasty Pumpkin Clock on July 22, 2011, 12:11:23 AM
I agree with most things Wolfric said but don't change up tilt! It's perfect as it is.


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: DivineOverlord on July 22, 2011, 12:17:50 AM
I agree with most things Wolfric said but don't change up tilt! It's perfect as it is.

oh I made the graphic smaller and changed it blue. (there will be other colors to choose from XD)


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: Tasty Pumpkin Clock on July 22, 2011, 02:38:08 AM
Ah, that's fine then. I mean the way it functions.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: _Data_Drain_ on July 22, 2011, 04:40:48 AM
I feel I need to quote this.
I've not posted in a while, but I've read it all.

I totally agree with Data and Aafyre in all aspects. Ever since the beginning I've been wanting this, but I had no voice since I was the only one who'd ask for it.

Let's make a quick comparison...

Let's compare SDo0m's Cloud with vBrawl Roster:

A Attacks

-> All his Smashes and A attacks are normal attacks (Even though AAA and Side tilt has huge combos, they're fitting)

But, the exception would be Down and Up Smash, which I believe should be edited to fit the roster, but are passable.

B Attacks

-> Now, onto the Specials, EVERY attack fits the whole roster:

- Side B (Both Aerial and Grounded): Looks like something you could expect on a character. Falco/Fox and Ike have a similar attack to this (In respect to trajectory) so it fits.

- Neutral B: I don't think I should voice my opinion on this one, it's a totally normal projectile that fits vbrawl 100%

- Aerial Down B: The attack is similar to Side B, but diagonally downward, and if it hits someone, Cloud'd jump back. Sounds pretty fitting, in my opinion.

- Up B: It looks like it's huge, but the attack is not unfitting, since it doesn't connects 100% so you'd rarely get to abuse it for other things than recovery purposes, I just feel it'd need to be punishabled a bit more.

- Ground Down B:

Now this is what I'd call an unfitting move:

-The attack's too huge, something no other vBrawl character has.
-Can be very strong too if properly used.
-Covers an inmense area of the Stage.

But, it being the only one, it's fine.

And I don't need to mention Omnislash V5, the attack is too hard to pull out it fits.


Now let's compare this Sephiroth with the vBrawl Roster:


A Attacks

-> These needs total revision.

- Up Tilt: The attack is a projectile, an endless trajectory projectile.

- Side Tilt: Even though it looks OP and abuses GFX, it's not so storng, it really fits Sephiroth's multi hit style.

But still, these "Tilts" abuse many GFX, I'd say we need to recheck on Up Tilt, that move doesn't fits at all for a Tilt.

- Down Tilt really fits, it's the only vBrawl standard move.

- Up Smash is totally fitting

- Side Smash is fitting, and having an extra like Octaslash is nice, but I feel it needs to be edited to have more "cast time", to make it worthy (Let's say, sorta like Cloud's Omnislash)

- Down Smash needs to be looked at again, the fact Sephy attacks one side and hits on his back it's odd, and, again, it abuses too many GFX compared to vBrawl.


B Attacks

-> We saw some GFX abuse on the A Attacks, but here's where we'll have the most.

First, Ground Specials:

- Neutral B: This one is the same (Rather, similar) as Cloud's Meteorain in terms of range and GFX. It could fit if there weren't other attacks that exceed on GFX as well...

- Down B: This move... Grows 2 pillars of fire up to the top... GFX absue much? Way more than Neutral B, now we've got 2 non-vBrawl specials.

- Side B: This one totally fits, nothing of this one needs to be edited, other than some hitbox adjustments, and that's about it.

- Up B: The move totally fits vBrawl.

Now, Aerial Specials:

- Neutral B: Doesn't abuses GFX, serves its purpose, it fits Sephiroth.

- Down B: Too... Many.. GFX for vBrawl... It looks huger than Cloud's Meteorain. And that's 3 specials on the look.

- Side B: The move acts like Falco's, only that this one develops Sephiroth's trademark (Multihitting). It fits, but needs smaller GFX, not new, just smaller.

Now, with all this said, the comparison tells:

Cloud's GFX abusing: 1

Sephiroth's GFX abusing: 4-5


*Grabs anti-flaming shield*

Just to bring it to this page.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: DivineOverlord on July 22, 2011, 04:44:28 AM
I feel I need to quote this.

Just to bring it to this page.

(annoyed by quotes being restated eventhough I read it  :P [no offense]) . I only do what "I" think is best for the PSA. I did some changes to the PSA. I won't be updating this for awhile, but you can leave feedback to hollow or Tormod. I'll be working on other stuff now XD


Change Log Since 4.0


-Edited all GFX
-New Entry and some other animations by BBB
-Revamped Down Taunt
- Included a right hand version

-MOre





--------Read for Common3.pac file

place the common3.pac file that you choose in

private/wii/app/RSBE/pf/system/ "Place it here"


This common3.pac file I edited will affect Sephiroths Slash and special slash graphics

I have provided the colors you see in the folder. Choose one.


Also, if your already using a pre-existing Common3.pac file

I have also provided the models so you can replace the old pink slash effect with the new.



Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: _Data_Drain_ on July 22, 2011, 04:47:43 AM
(annoyed by quotes being restated eventhough I read it  :P) lol don't expect me to do everything that one or two people suggested. I only do what "I" think is best for the PSA. I did some changes to the PSA. I won't be updating this for awhile, but you can leave feedback to hollow or Tormod. I'll be working on other stuff now XD


Change Log Since 4.0


-Edited all GFX
-New Entry and some other animations by BBB
-Revamped Down Taunt
- Included a right hand version

-MOre





--------Read for Common3.pac file

place the common3.pac file that you choose in

private/wii/app/RSBE/pf/system/ "Place it here"


This common3.pac file I edited will affect Sephiroths Slash and special slash graphics

I have provided the colors you see in the folder. Choose one.


Also, if your already using a pre-existing Common3.pac file

I have also provided the models so you can replace the old pink slash effect with the new.


Ah... Hahaha... S-sorry about that...

*Ahem* Anyway, I'll be sure to review your changes, and speak with Hollow, or Tormod about them, you deserve a break from this project anyway.

So... Who are you working on now? Tidus? Dormamu?


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: DivineOverlord on July 22, 2011, 04:49:57 AM
lol its kool. I was just letting you know that I do read everything XD eventhough some feedback were incredibly long!!! lol!!!. I did as much as I can for sephy adding most of the feedback to him. I'm not 100% sure about the fire graphics I changed for Down B but everything else seems okay.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: _Data_Drain_ on July 22, 2011, 05:12:40 AM
Okay, not sure what everyone else will think, but I think the GFX are MUCH better looking now.

Down B and smash might still be a bit busy, but never the less, they look better, down smash matches Hell's Gate now, that's good. Though one flaw with the new down B ground... The second and third charge flicker... But I'll leave that for someone else to fix.

Though... When Hollow or Tormod get here, there is one thing I want changed... Down throw, I want it like Aafyre said, him like, stepping back, flinging the foe down, then stepping forward and stabbing them while they're on the ground... Then it being like Mr. Game and Watch's down throw knock back wise, this way he can tech chase.

As it is now, he pretty much can get a kill move off easy the way it is now, since the foe is trapped in the ground, and can't do a thing about it.

But, that's for Hollow and Tormod to fix.

Also his air movement seems still too good... But that's easy to fix later.

All and all though, a very nice update. :)


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: DivineOverlord on July 22, 2011, 05:16:58 AM
Okay, not sure what everyone else will think, but I think the GFX are MUCH better looking now.

Down B and smash might still be a bit busy, but never the less, they look better, down smash matches Hell's Gate now, that's good. Though one flaw with the new down B ground... The second and third charge flicker... But I'll leave that for someone else to fix.

Though... When Hollow or Tormod get here, there is one thing I want changed... Down throw, I want it like Aafyre said, him like, stepping back, flinging the foe down, then stepping forward and stabbing them while they're on the ground... Then it being like Mr. Game and Watch's down throw knock back wise, this way he can tech chase.

As it is now, he pretty much can get a kill move off easy the way it is now, since the foe is trapped in the ground, and can't do a thing about it.

But, that's for Hollow and Tormod to fix.

Also his air movement seems still too good... But that's easy to fix later.

All and all though, a very nice update. :)

lol funny thing is that I decreased the air mobility from 1.8 to 1.5....I think i made the weak version too weak. I can't freaken beat regular Pit!!! :P ah well.


Edit: The fire graphics will flicker no matter what. The game can't handle too many fire gfx. (but we can always swtich back to the old one since the new one requires more system load.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: _Data_Drain_ on July 22, 2011, 05:22:24 AM
lol funny thing is that I decreased the air mobility from 1.8 to 1.5....I think i made the weak version too weak. I can't freaken beat regular Pit!!! :P ah well.


Edit: The fire graphics will flicker no matter what. The game can't handle too many fire gfx.
Nah, for the most part, I think he's getting nicely balanced.

He's a character I feel is tougher to master, but once done, he's a beast.

Just needs that throw change I mentioned.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Puraidou on July 22, 2011, 05:24:10 AM
Y U MAKE ME WEAK? [/DerpSephiroth] :P

Kidding aside, i'm gonna test this version when i'm home. I'll post my feedback afterwards :)


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: DivineOverlord on July 22, 2011, 05:24:46 AM
Nah, for the most part, I think he's getting nicely balanced.

He's a character I feel is tougher to master, but once done, he's a beast.

Just needs that throw change I mentioned.

lol yeah, he's definitely hard to master now.....I would do the down throw edit but I'm not so sure what it will look like. (I'm hesitant to edit 24 pac files :af:)


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Puraidou on July 22, 2011, 05:26:00 AM
lol yeah, he's definitely hard to master now.....I would do the down throw edit but I'm not so sure what it will look like. (I'm hesitant to edit 24 pac files :af:)
24?! O_O" Geez, that's quite a number O_O"


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: DivineOverlord on July 22, 2011, 05:27:46 AM
24?! O_O" Geez, that's quite a number O_O"

haha yeah, took me about an hour to finish just the pac files. there's 12 left hand versions and 12 right hand. plus had to edit motion files since the throw bone reverses between the two in some animations. hard work but might be worth it ;D


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: _Data_Drain_ on July 22, 2011, 05:30:41 AM
haha yeah, took me about an hour to finish just the pac files. there's 12 left hand versions and 12 right hand. plus had to edit motion files since the throw bone reverses between the two in some animations. hard work but might be worth it ;D
Wait a minute... Just add the throw change to the weak version then.

This way, you would only need to edit two pacs.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Puraidou on July 22, 2011, 05:33:04 AM
haha yeah, took me about an hour to finish just the pac files. there's 12 left hand versions and 12 right hand. plus had to edit motion files since the throw bone reverses between the two in some animations. hard work but might be worth it ;D
Geez, now i know why this project is frustrating at times xD


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: DivineOverlord on July 22, 2011, 05:36:41 AM
Wait a minute... Just add the throw change to the weak version then.

This way, you would only need to edit two pacs.

that could work but what if other people want it in the other power versions XD

"Though... When Hollow or Tormod get here, there is one thing I want changed... Down throw, I want it like Aafyre said, him like, stepping back, flinging the foe down, then stepping forward and stabbing them while they're on the ground... Then it being like Mr. Game and Watch's down throw knock back wise, this way he can tech chase."


so your saying that he still goes up into the air and stabs them like you mentioned? or he just thrusts (without going into the air) them into the ground then stabs them?


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Puraidou on July 22, 2011, 05:37:40 AM
that could work but what if other people want it in the other power versions XD

"Though... When Hollow or Tormod get here, there is one thing I want changed... Down throw, I want it like Aafyre said, him like, stepping back, flinging the foe down, then stepping forward and stabbing them while they're on the ground... Then it being like Mr. Game and Watch's down throw knock back wise, this way he can tech chase."


so your saying that he still goes up into the air and stabs them like you mentioned? or he just thrusts (without going into the air) them into the ground then stabs them?
I think he means the latter.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: DivineOverlord on July 22, 2011, 05:38:32 AM
I think he means the latter.

oh mkay.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: SiLeNtDo0m on July 22, 2011, 05:38:38 AM
Y U MAKE ME WEAK? [/DerpSephiroth] :P

I guess you can call him

*Puts on shades*
DERPIROTH!
...
YEEEEEEEEEEEEEAAAAAAAAAH!!!!


*clears throat*...Sorry....I'll go now.....


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Puraidou on July 22, 2011, 05:40:56 AM
I guess you can call him

*Puts on shades*
DERPIROTH!
...
YEEEEEEEEEEEEEAAAAAAAAAH!!!!


*clears throat*...Sorry....I'll go now.....
.../me bursts out laughing
OH I LOVE YOU! XD
Using the Horatio Meme for this! XD


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: DivineOverlord on July 22, 2011, 05:41:00 AM
I guess you can call him

*Puts on shades*
DERPIROTH!
...
YEEEEEEEEEEEEEAAAAAAAAAH!!!!


*clears throat*...Sorry....I'll go now.....
haha  yup yup



darn still cant sleep till I beat normal Pit XD


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Puraidou on July 22, 2011, 05:41:32 AM
haha  yup yup



darn still cant sleep till I beat normal Pit XD
Lol, i'd probably pwn Pit anyway xD
He's easy to counter.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: DivineOverlord on July 22, 2011, 05:42:26 AM
Lol, i'd probably pwn Pit anyway xD
He's easy to counter.

cool...I think i'm just used to playing as an Overpowered characters that I lost all my skills. lol


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: _Data_Drain_ on July 22, 2011, 05:43:12 AM
I think he means the latter.
Yeah, pretty much, he rams them into the ground with his sword.

Also... Maybe the balanced version can also have this throw change, and the overpowered and up versions can impale into the ground, this is a nice boss like move this way...

So yeah, just edit the balanced and under.

I guess you can call him

*Puts on shades*
DERPIROTH!
...
YEEEEEEEEEEEEEAAAAAAAAAH!!!!


*clears throat*...Sorry....I'll go now.....
*Music* THERE'S FROGS IN PARIS, IN A PAN, HAM AND CHEESE, DERPIROTH!*Music*

Forgive me, that was a bad joke.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Puraidou on July 22, 2011, 05:43:46 AM
cool...I think i'm just used to playing as an Overpowered characters that I lost all my skills. lol
Lol, i hear you. I had to adapt to normal again xD

Also, about Sephy. I'm beginning to feel like he'll be harder to control then Bowser, combo-wise. Is there a version that makes him more like.. Link, tech-wise? (if i'm mistaken disregard this comment)


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: _Data_Drain_ on July 22, 2011, 05:44:56 AM
Lol, i hear you. I had to adapt to normal again xD

Also, about Sephy. I'm beginning to feel like he'll be harder to control then Bowser, combo-wise. Is there a version that makes him more like.. Link, tech-wise? (if i'm mistaken disregard this comment)
Nah, he doesn't need a lot of combos, forward air to AAA sometimes works.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: DivineOverlord on July 22, 2011, 05:49:40 AM
Lol, i hear you. I had to adapt to normal again xD

Also, about Sephy. I'm beginning to feel like he'll be harder to control then Bowser, combo-wise. Is there a version that makes him more like.. Link, tech-wise? (if i'm mistaken disregard this comment)

oh like being able to use more combos?


*finally beats pit!!! XD*

off to bead



Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Puraidou on July 22, 2011, 05:57:36 AM
Nah, he doesn't need a lot of combos, forward air to AAA sometimes works.
Yeah but i'm more into combo's.

My idea would be a version with less damage but more capability to combo, it's more my style aside OP PSA's :P

oh like being able to use more combos?
*finally beats pit!!! XD*
off to bead
Exactly yes.
And what took you so long? xD

Also, might wanna shrink your Sig. It's messy as hell XD


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: _Data_Drain_ on July 22, 2011, 06:05:36 AM
oh like being able to use more combos?


*finally beats pit!!! XD*

off to bead


Alright, rest easy. :)
Don't have nightmares of Pit beating you up. XD


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Tasty Pumpkin Clock on July 22, 2011, 06:12:11 AM
Holy [censored]... it's like... perfect.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: _Data_Drain_ on July 22, 2011, 06:29:15 AM
Holy [censored]... it's like... perfect.
Not quite yet, he still needs Tormod's animations, and some final fixes in balance...

After that though? He might be finished fully.

Even as he is now, he seems like he might have some bad match ups... Pit and Pikachu look like they might be counter picks against Sephiroth now.

This is a good thing though, since every character SHOULD have bad match ups.coughunlikeMeta Knightcough.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Puraidou on July 22, 2011, 06:33:09 AM
Hear me out on this:

Would it be possible to make a more combo version of this PSA?

Less damage and some knockback reduction on all his moves, less end-lagg on (some of) the moves to enable combo's and on some moves a bit less starting time. Like being able (as an example) to combo from a f-air into a f-tilt on the ground.

Like i said, i'm more of an combo-wombo guy then a powerful slow player. Though that doesn't explain why i main Ganondorf XD - Actually.. it does, Ganon can combo-wombo if you main him good enough xP


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: _Data_Drain_ on July 22, 2011, 06:35:00 AM
Hear me out on this:

Would it be possible to make a more combo version of this PSA?

Less damage and some knockback reduction on all his moves, less end-lagg on (some of) the moves to enable combo's and on some moves a bit less starting time. Like being able (as an example) to combo from a f-air into a f-tilt on the ground.

Like i said, i'm more of an combo-wombo guy then a powerful slow player. Though that doesn't explain why i main Ganondorf XD - Actually.. it does, Ganon can combo-wombo if you main him good enough xP
This should be after the main PSA is done, Pride.

After that, I guess you can have versions like that...


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Kaye Cruiser on July 22, 2011, 06:36:01 AM
Not quite yet, he still needs Tormod's animations, and some final fixes in balance...

After that though? He might be finished fully.

Even as he is now, he seems like he might have some bad match ups... Pit and Pikachu look like they might be counter picks against Sephiroth now.

This is a good thing though, since every character SHOULD have bad match ups.coughunlikeMeta Knightcough.

Having Pit and Pika of all characters as bad match-ups = good?

Riiiight...You keep telling yourself that. >.>

And sheesh, how many more friggin tweaks do you guys need to make? He'll be damn 7.0 before you finish at this rate. xD

Shenanigans aside, nice work DO. *keeps waiting for this to be completely done before donwloading*


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: _Data_Drain_ on July 22, 2011, 06:46:02 AM
Having Pit and Pika of all characters as bad match-ups = good?

Riiiight...You keep telling yourself that. >.>

And sheesh, how many more friggin tweaks do you guys need to make? He'll be damn 7.0 before you finish at this rate. xD

Shenanigans aside, nice work DO. *keeps waiting for this to be completely done before donwloading*
Well, so far anyway, however anyone who's not fast will have problems fighting Sephiroth.

I'm not sure about the Pit thing, I just know Pikachu has a chain grab on Sephiroth much like he has against Fox...

Sephiroth however, he can out space the whole cast. And Dedede's chain grab has no effect on him either.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Puraidou on July 22, 2011, 06:47:13 AM
This should be after the main PSA is done, Pride.
After that, I guess you can have versions like that...
That's what i meant, this is just a side idea not a main idea.
And what's with those extra dots after "that"? You don't like idea, do you? >.>

Don't worry, DO has done enough for now.
I just hope Hollow will get back on already since it's been a while since he's been on.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: _Data_Drain_ on July 22, 2011, 06:52:07 AM
That's what i meant, this is just a side idea not a main idea.
And what's with those extra dots after "that"? You don't like idea, do you? >.>

Don't worry, DO has done enough for now.
I just hope Hollow will get back on already since it's been a while since he's been on.
Indeed... Hollow needs to do some more work here. It's his turn. :P

And another character I think Sephiroth would have a somewhat good match up with... Mr. Game & Watch, why? Sephiroth out spaces Mr. Game & Watch, greatly, although I guess if timed right, Mr. Game % Watch COULD duck, and avoid some moves... But it would be hard to time.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Puraidou on July 22, 2011, 06:55:56 AM
Indeed... Hollow needs to do some more work here. It's his turn. :P

And another character I think Sephiroth would have a somewhat good match up with... Mr. Game & Watch, why? Sephiroth out spaces Mr. Game & Watch, greatly, although I guess if timed right, Mr. Game % Watch COULD duck, and avoid some moves... But it would be hard to time.
True but if G&W air dodges above him and then down A's in the air he could start a combo on Seph rendering him quite useless. Unless Seph dodges and starts himself. Guess it would be an even match depending on how good the players/CPU are.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Kaye Cruiser on July 22, 2011, 06:56:47 AM
That's what i meant, this is just a side idea not a main idea.
And what's with those extra dots after "that"? You don't like idea, do you? >.>

Don't worry, DO has done enough for now.
I just hope Hollow will get back on already since it's been a while since he's been on.

Hollow was on yesterday. o_o


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: _Data_Drain_ on July 22, 2011, 06:57:25 AM
True but if G&W air dodges above him and then down A's in the air he could start a combo on Seph rendering him quite useless. Unless Seph dodges and starts himself. Guess it would be an even match depending on how good the players/CPU are.
But, I'm taking into account if the Sephiroth player spaces forward air perfectly, THAT is hard to just air dodge, then down air.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Puraidou on July 22, 2011, 07:00:50 AM
But, I'm taking into account if the Sephiroth player spaces forward air perfectly, THAT is hard to just air dodge, then down air.
True but if you would have a perfect Seph player and a perfect G&W player it would be even probably. It mainly depends on the players anyway xD

Hollow was on yesterday. o_o
Yeah but he doesn't do much. Or at least, that's the looks of it at the moment.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: _Data_Drain_ on July 22, 2011, 07:03:17 AM
Yeah but he doesn't do much. Or at least, that's the looks of it at the moment.
Yeah, Hollow needs to get in here later, then we can plan out the final balancing... I actually don't feel like there's much more to do.

Just a few minor things... Like down throw. Otherwise, he's VERY close to finished.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Puraidou on July 22, 2011, 07:06:41 AM
Yeah, Hollow needs to get in here later, then we can plan out the final balancing... I actually don't feel like there's much more to do.

Just a few minor things... Like down throw. Otherwise, he's VERY close to finished.
True. He is, i just wish i helped more.. I kinda feel worthless trying to help at the moment.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand
Post by: Albafika on July 22, 2011, 07:11:00 AM
I hope the GFX are as polished and fitting as they sound. *Is on the PSP*


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: _Data_Drain_ on July 22, 2011, 07:31:20 AM
I hope the GFX are as polished and fitting as they sound. *Is on the PSP*
They look a lot better. Although Hell's Gate and down smash are still pretty busy... But I don't mind so much.

Forward tilt, down B air, up tilt, side B air. All look much better, the down B ground is a bit busy... But eh, it looks a lot better now. It looks like pillars of fire, rather then a pillar of fireballs. :P


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Hackingstar on July 22, 2011, 07:41:54 AM
woah  :af2: i wake up and already a new update. must. test.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: _Data_Drain_ on July 22, 2011, 11:37:58 AM
Yikes... Down smash might need a down tone in knock back... I just killed Snake at 90% with it... With the edge of the blade... So not only is it powerful, it's a powerful edge guarding tool...

Plus it kinda makes up smash pale in comparison. Since down smash is that much more powerful.

It needs a knock back nerf I think... Or a tad bit more start up? I don't know...

Either that, or balance the two out, it feels like up smash got a lot weaker... And down smash got stronger...

Up smash should of course have less knock back then down smash, but it feels like up smash lost it's use...

But then again, I might be playing badly, I'm kinda half asleep. XD

So yeah, I want someone to confirm this.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: madkool on July 22, 2011, 12:22:58 PM
Can you not change the slash edits if you use Gecko OS instead of Revolution? This made sense to me before, but now I'm kind of confused with the latest update >>;

Also, if I'm using this over ROB, will the edits still work, I just need to keep the Spy files in?

Edit: So I edited the new file in over ROB, and all the attacks and stuff work fine, but the texture became glitchy. Sephiroth now has dark red, empty eye sockets and he's missing the top portion of his head, and you can see marth's crown. Everything else is working fine, so is this just because I'm using the ROB rel file?


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: _Data_Drain_ on July 22, 2011, 12:28:29 PM
Can you not change the slash edits if you use Gecko OS instead of Revolution? This made sense to me before, but now I'm kind of confused with the latest update >>;
You do not need Riivolution, I loaded it with the Gecko on USB-Loader, I didn't change the ISO in any way.

Just read the instructions. Either...

A: If you're not using Spiderman, or anything with universal GFX edits, just put a common3 in the System folder.

B: If you are using some PSA that already uses the common3, just open that file, and replace the model in the ef_common, they are 4 and 5.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: madkool on July 22, 2011, 12:40:25 PM
You do not need Riivolution, I loaded it with the Gecko on USB-Loader, I didn't change the ISO in any way.

Just read the instructions. Either...

A: If you're not using Spiderman, or anything with universal GFX edits, just put a common3 in the System folder.

B: If you are using some PSA that already uses the common3, just open that file, and replace the model in the ef_common, they are 4 and 5.

Thanks for the advice c: I got the blood red slashes to work. Do you know why I'm getting the texture glitches by chance? (don't know if you say my edit).


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: _Data_Drain_ on July 22, 2011, 12:42:29 PM
You're not using the model that came with the PSA.

I also explained a few pages back how to fix this for other Marth hacks.
http://forums.kc-mm.com/index.php?topic=20198.msg584897#msg584897


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: madkool on July 22, 2011, 12:47:09 PM
You're not using the model that came with the PSA.

I also explained a few pages back how to fix this for other Marth hacks.
[url]http://forums.kc-mm.com/index.php?topic=20198.msg584897#msg584897[/url]


Ah thanks. I don't have brawlbox (or really want to mess with it and screw things up ._.),  so I'll stick with the included PSAs. Thanks again for the help though


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: _Data_Drain_ on July 22, 2011, 12:49:24 PM
Ah thanks. I don't have brawlbox (or really want to mess with it and screw things up ._.),  so I'll stick with the included PSAs. Thanks again for the help though
Go get BrawlBox, and if you're afraid of messing up a Marth hack, copy and paste it in the same folder, that will make two, there's no risk in making edits... The WORST that will happen, is a freeze, but, if you follow what I said... It should be fine.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: madkool on July 22, 2011, 12:57:15 PM
Go get BrawlBox, and if you're afraid of messing up a Marth hack, copy and paste it in the same folder, that will make two, there's no risk in making edits... The WORST that will happen, is a freeze, but, if you follow what I said... It should be fine.

Just downloaded it, and it looks like it won't run on my MAC, since it's a Windows application? It says "Cannot run in DOS Mode"


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: _Data_Drain_ on July 22, 2011, 01:01:14 PM
Just downloaded it, and it looks like it won't run on my MAC, since it's a Windows application? It says "Cannot run in DOS Mode"

Erk... Shoot... I'm afraid I can't help you there... I guess if you're only gonna use Sephiroth in that slot...
http://www.mediafire.com/?6m2v59nhx3bqox4
That's a color pack me and Wolfric did. Sorta, it's more like alternate costumes. It even has Xemnas with a laser sword... Kinda. XD


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: madkool on July 22, 2011, 01:07:57 PM
Erk... Shoot... I'm afraid I can't help you there... I guess if you're only gonna use Sephiroth in that slot...
[url]http://www.mediafire.com/?6m2v59nhx3bqox4[/url]
That's a color pack me and Wolfric did. Sorta, it's more like alternate costumes. It even has Xemnas with a laser sword... Kinda. XD


Haha thanks xD It's definitely better than the creepy no eyed sephiroth... especially the clown version o-o;


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Puraidou on July 22, 2011, 02:51:34 PM
Haha thanks xD It's definitely better than the creepy no eyed sephiroth... especially the clown version o-o;
That's Kefka, another FF character xD

Also, it's possible to run BBox on MAC i believe. There should be.. a tutorial somewhere i think XD


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Hackingstar on July 22, 2011, 03:17:15 PM
did anyone else notice this?

(http://i950.photobucket.com/albums/ad349/hackingstar/sephirothwingglitch.jpg)

(2 wings)


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: DivineOverlord on July 22, 2011, 06:51:44 PM
^ it happens sometimes due to the new wing animation....



Other stuff:

I'm barely done with Tidus wait animations lol


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Albafika on July 22, 2011, 06:56:07 PM
I can't test this. My hard drive's case died.... [censored]. D:

(Ignore my display and name.)


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: DivineOverlord on July 22, 2011, 07:16:24 PM
is that u wolferic? lol


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Rayn on July 22, 2011, 07:19:37 PM
...
(http://i55.tinypic.com/5xspdi.png)
my eyes...


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Albafika on July 22, 2011, 07:31:57 PM
is that u wolferic? lol
<.<; >.>; Yeah. XD

...
([url]http://i55.tinypic.com/5xspdi.png[/url])
my eyes...
My eyes are broken too! T_T... But this is worth it...


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: DivineOverlord on July 22, 2011, 09:28:50 PM
^ oh okie.




Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Tasty Pumpkin Clock on July 22, 2011, 11:08:47 PM
^ it happens sometimes due to the new wing animation....



Other stuff:

I'm barely done with Tidus wait animations lol

Can it be fixed?

Also can't wait for Tidus!! YEAAAH.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: DivineOverlord on July 23, 2011, 12:31:06 AM
yeah it can be fixed. the wing animations just needs a little tweek.


for Tidus, I will base his moveset from FFX

Notable Skills

The skills that Tidus gains on his initial sphere grid path are detailed below:

    Flee - Helps the party flee from a (non-boss) battle
    Cheer - Increases the 3 active member's strength and defence attributes until the battle is over. This effect can be stacked up to 5 times.
    Provoke - The affected enemy will only attack Tidus (or the character who used the skill).
    Delay Attack/Buster - This skill will cause an enemy's turn to move further down the list, enabling Tidus' agility to be exploited further.
    Haste/Hastega - Haste cast on one or all party members is an invaluable skill due to how many more turns it will allow your party to squeeze in between an enemy's attacks, and is especially useful on slower characters such as Auron.
    Slow/Slowga - Although not as useful as haste due to enemy immunities, this skill can prove useful by consistently lowering the number of turns an enemy will have in battle.
    Quick Hit - The final skill on Tidus' path will initially be difficult to exploit to its full potential, as it requires 28mp for a minimal reduction in the time until your next attack. However, as you get more powerful this skill will allow you to land many more blows between enemy turns, as the effect can quickly stack up.

[edit] Overdrives

To get Tidus' overdrives to inflict maximum damage, you must successfully stop a pointer scrolling along a bar in the middle section as quickly as possible. For example, if you fail to do this in the 4 seconds allotted for Blitz Ace, the Jecht Shot will not be executed after the 8 strikes. Swordplay:

    Spiral Cut:
        Attacks a single enemy
        Available from start of game.
    Slice and Dice:
        Hits random enemies a total of 6 times at around 50% power
        Use Tidus' overdrive command 10 times
    Energy Rain:
        Hits all enemies once
        Use Tidus' overdrive command 30 times
    Blitz Ace:
        8 Slashes at around 15% power followed by a Sphere Shot (damage equal to that of the 8 slashes) on one enemy
        Use Tidus' overdrive command 80 times





I will also give him some magic spells.

since sephy and my other PSA's always use fire.

I'll give him ice spells and lightning spells. I can even give him dark spells like Demi.


I wonder which I will choose XD


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Tasty Pumpkin Clock on July 23, 2011, 01:14:50 AM
Try to add all the overdrives as specials.
OH make him able to summon the soccer ball! And have all his attacks like... work with the soccer ball.

Can you have him spawn a soccer ball with a different color then the normal?
Then he could actually summon a blitzball. :D But if not then the Soccer ball can just be recolored.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: _Data_Drain_ on July 23, 2011, 02:22:27 AM
I can't test this. My hard drive's case died.... [censored]. D:

(Ignore my display and name.)

...Somehow, your avatar seems like what's in Sephiroth's head at times... What? We know Sephiroth has an odd thing for Cloud... Like... A creepy stalker ex kinda thing. XD

As for Tidus... Hm... Well, I'm trying to remember what spells he learns... Or if he even learns any, you could use electric charged Blitz Ball shots?

Oh yeah...

http://forums.kc-mm.com/index.php?topic=15148.0DiplayName=Moves

Aafyre made some Tidus move ideas actually. Maybe have a good look at them for move ideas?


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Tasty Pumpkin Clock on July 23, 2011, 03:10:32 AM
A few ideas, be sure to check them out.


A combo:
Spiral Cut - Flips along the ground several times and slams sword into the ground, creating a small explosion. Crushes guards.
(A three hit combo, pressing A the first two times each causes one flip, pressing it a third time causes a small explosion which automatically breaks shields like Marths Neutral Special.)
(http://a.imageshack.us/img824/5751/forwardb2.gif)(http://a.imageshack.us/img834/5162/forwardb.gif)

Forward Smash:
Cut & Run - Dodges back and then charges forward at the opponent.
(http://images2.wikia.nocookie.net/__cb20091115013627/finalfantasy/images/d/dd/DFF_Cut_and_Run.png)

Dash Attack:
Slice And Dice/Charge & Assault - Dive towards opponent and encircle them while attacking multiple times.
Aafyre's description: If possible, maybe using the running attack won’t stop his run and he can continue running past the opponent, Slicing and Dicing. If that isn’t possible, Tidus can just several quick and weak slices with his sword, hopefully resembling his overdrive, Slice and Dice as much as possible.
(http://a.imageshack.us/img844/812/runninga.gif)(http://images.wikia.com/finalfantasy/images/9/97/Dissidia_Tidus_ChargeAssault.jpeg)

Special Neutral:
Sphere Shot - Throws a fast Blitzball straight towards the opponent, knocking them back.
(If you hold down during the start up the ball bounces off the ground and shoots upwards diagonally, if you hold up you throw it or kick it straight up.) (Large start up lag)
(http://images.wikia.com/finalfantasy/images/8/81/DFF_Sphere_Shot.png)

Forward Special
Stick & Move - Dodge and throw sword at opponent.
(Large start up lag)
(http://images.wikia.com/finalfantasy/images/c/cb/DFF_Stick_and_Move.png)

One of his taunts should summon a soccer ball in front of him.

His Down Smash should be a kick that is perfect for kicking the ball straight forwards.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: _Data_Drain_ on July 23, 2011, 03:15:25 AM
Ah... I don't know... A FAST shield breaker? That might be a bit much... Perhaps though it does good damage to shields if the foe guards all the hits though, and each hit should do 1% damage, other then the last hit, which can do a bit more, not too much though, like 3% or something.

And item spawn taunts normally are broken... And the soccer ball is a very overpowered item... Maybe for an alternate version though it would be alright, like with SDo0m's Shadow PSA, he made two versions, one with item spawn, one without... Maybe the same can be done here?


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: DivineOverlord on July 23, 2011, 03:16:07 AM
:af: thanks for the ideas so far, it was very helpful since it gave me more ideas XD.

whats done so far

1. wait 1 based off FFX (its really good ;D)
2. aaa combo - sword slashes he does in FFX
3. dash attack - slice n dice

now moving to side A, up A, down A.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: _Data_Drain_ on July 23, 2011, 03:18:31 AM
:af: thanks for the ideas so far, it was very helpful since it gave me more ideas XD.

whats done so far

1. wait 1 based off FFX (its really good ;D)
2. aaa combo - sword slashes he does in FFX
3. dash attack - slice n dice

now moving to side A, up A, down A.
Hehe, Aafyre will be glad to hear someone is making Tidus. :P


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: DivineOverlord on July 23, 2011, 03:24:24 AM
Hehe, Aafyre will be glad to hear someone is making Tidus. :P

yup yup...Tidus is one of my fav characters which means more effort will be put into this XD


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Tasty Pumpkin Clock on July 23, 2011, 04:21:42 AM
Ah... I don't know... A FAST shield breaker? That might be a bit much... Perhaps though it does good damage to shields if the foe guards all the hits though, and each hit should do 1% damage, other then the last hit, which can do a bit more, not too much though, like 3% or something.

And item spawn taunts normally are broken... And the soccer ball is a very overpowered item... Maybe for an alternate version though it would be alright, like with SDo0m's Shadow PSA, he made two versions, one with item spawn, one without... Maybe the same can be done here?

Yeah I agree with both of those.

:af: thanks for the ideas so far, it was very helpful since it gave me more ideas XD.

whats done so far

1. wait 1 based off FFX (its really good ;D)
2. aaa combo - sword slashes he does in FFX
3. dash attack - slice n dice

now moving to side A, up A, down A.

So is it possible for the dash attack to not make him stop running?
You should make forward tilt spiral cut then if not the A combo.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: DivineOverlord on July 23, 2011, 04:32:17 AM
yeah, thats the plan lol..

Side Smash is gonna be spiral cut

Down B in air is Energy Rain

Down Smash is???


more to come later.

Neutral B special In air: Venom Shot



Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: xZedkiel on July 23, 2011, 05:11:34 AM
Instead of making the last A an explosion, remove it. Make it an AA combo. Where the first one is the first flip, and the second one is the second flip + the slash. Or make the first A a slash, then the next two A's the flips+slash. Insta-shield break is as broken as the shield it touches.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Tasty Pumpkin Clock on July 23, 2011, 05:29:32 AM
It only has enough power to break the shield if he shields every hit. In that case it's not broken at all. I'd like the explosion to be kept, granted it's a small one.

And DO down smash should be a kick. So he can kick soccer/blitz balls.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Aafyre on July 23, 2011, 08:27:19 AM
Alright, now we need a revamped Tidus vertex. Where will we find someone capable of such a thing...


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Ultraxwing on July 23, 2011, 08:32:20 AM
i don't know, it's right above me...


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Albafika on July 23, 2011, 08:32:55 AM
Alright, now we need a revamped Tidus vertex. Where will we find someone capable of such a thing...
I think we should ask Cosmo (http://forums.kc-mm.com/index.php?topic=25378.0)! He's proven to have skills!


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Ultraxwing on July 23, 2011, 08:35:14 AM
i'm sorry this is TOTALLY OFF TOPIC.

but your Avatar Weenie... makes me both laugh yet cry.. for deep down in my child hood of playing ffy/ watching advent children. this rapes mah BRAIN.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Aafyre on July 23, 2011, 08:36:06 AM
I'm fine with that. It saves me work.

I assume this is over Ike? Marth's actual moveset does make more sense, since he's speedy and all. But Ike does have better parts to work from I think.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Ultraxwing on July 23, 2011, 08:36:29 AM
yes, ike has better working parts.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Aafyre on July 23, 2011, 08:38:29 AM
Though I despise Ike's hair, and I hate the fact that his faces can't be morphed into each other.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Albafika on July 23, 2011, 08:40:13 AM
Though I despise Ike's hair, and I hate the fact that his faces can't be morphed into each other.
Marth's very limited compared to Ike PSA-wise, I really hope you can make Tidus' hair out of Ike's.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Aafyre on July 23, 2011, 08:42:55 AM
I'm sure it can be done. They are already fairly similar.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Albafika on July 23, 2011, 09:06:54 AM
I'm sure it can be done. They are already fairly similar.
I'm hoping for a success, Aaf. :P


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: _Data_Drain_ on July 23, 2011, 09:16:05 AM
And now... I made yet ANOTHER video for Sephiroth, this is the latest version, so it showcases his new GFX and stuff.
http://www.youtube.com/watch?v=4AWMRveHEcY


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Hackingstar on July 23, 2011, 09:44:03 AM
lol dederoth got PWNED. XD

*edit* i also am looking forward to Jaklub's new sawndz release. have you seen his "longer sounds" video? that was unbelievable and epic. so, when it releases, i can edit my sephiroth sfx pack with longer sounds with BETTER quality to them. like some sfx won't sound like a muffled, slow, or hyper sfx anymore.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Puraidou on July 23, 2011, 09:50:19 AM
And now... I made yet ANOTHER video for Sephiroth, this is the latest version, so it showcases his new GFX and stuff.
[url]http://www.youtube.com/watch?v=4AWMRveHEcY[/url]

What the, how can he double jump after being hit in the air?
@1.11 you double jump after getting hit in the air.. O_o"


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Hackingstar on July 23, 2011, 09:51:45 AM
that wasn't a double jump. that was a single jump and then he used hell's gate. the jumping start up lag was added to the move like it is in dissidia.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Puraidou on July 23, 2011, 09:58:49 AM
that wasn't a double jump. that was a single jump and then he used hell's gate. the jumping start up lag was added to the move like it is in dissidia.
*facepalm* i forgot about that, [censored] XD


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Hackingstar on July 23, 2011, 10:10:03 AM
i wonder...since data used the sephiroth port over yoshi and used a code to replace yoshi's sfx with marths...i wonder if it's possible to port sfx hacks to a character port..


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: _Data_Drain_ on July 23, 2011, 10:11:56 AM
i wonder...since data used the sephiroth port over yoshi and used a code to replace yoshi's sfx with marths...i wonder if it's possible to port sfx hacks to a character port..
Well, if it's made JUST for the character... You could make a sound pack for Yoshi, then make the Sephiroth PSA call the sounds as needed.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Hackingstar on July 23, 2011, 10:13:57 AM
i could but every time. i mean EVERY time, i try this tutorial

http://forums.kc-mm.com/index.php?topic=21652.0

my game always freezes. so the only other way around is to get the creator of the tutorial himself (ssbbtailsfan) to do the stuff for me...and that's not what i wanted to turn to but...oh well


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Naotic on July 23, 2011, 10:16:17 AM
Sorry, I know this is probably not the right place... but I am having a bit of a problem with this... All of the moves Sephiroth performs are the same as marth... Maybe you can help me with the file structure on my S.D. Card:
Code:
[code]
I:/private/apps/RSBE/pf/Fighter/Marth/FitMarth00.pac (This being the regular Version from the "Fly and Heaven's light Folder)
I:/private/apps/RSBE/pf/Fighter/Marth/FitMarth00.pcs
I:/private/apps/RSBE/pf/Fighter/Marth/FitMarthMotionEct.pac
I:/private/apps/RSBE/pf/system/common3.pac
[/code]
Basically all of his moves are Marth's, he does, however have some custom animations. Am I doing something wrong? If this is the wrong place to post this, would someone mind telling me where I should go to for help?
Thanks!


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Hackingstar on July 23, 2011, 10:19:11 AM
Code:
[quote author=Naotic link=topic=20198.msg598541#msg598541 date=1311437777]
Sorry, I know this is probably not the right place... but I am having a bit of a problem with this... All of the moves Sephiroth performs are the same as marth... Maybe you can help me with the file structure on my S.D. Card: [code][code]
I:/private/apps/RSBE/pf/Fighter/Marth/FitMarth00.pac (This being the regular Version from the "Fly and Heaven's light Folder)
I:/private/apps/RSBE/pf/Fighter/Marth/FitMarth00.pcs
I:/private/apps/RSBE/pf/Fighter/Marth/FitMarthMotionEct.pac
I:/private/apps/RSBE/pf/system/common3.pac
[/code]


the first thing you mentioned

"I:/private/apps/RSBE/pf/Fighter/Marth/FitMarth00.pac (This being the regular Version from the "Fly and Heaven's light Folder)
I:/private/apps/RSBE/pf/Fighter/Marth/FitMarth00.pcs
I:/private/apps/RSBE/pf/Fighter/Marth/FitMarthMotionEct.pac
I:/private/apps/RSBE/pf/system/common3.pac


that shouldn't have been renamed. the costumes are already there at the beginning spot of when you downloaded the rar archive. so in that folder "Fly and heaven's light version", you should've renamed it to "FitMarth.pac" (quotations not needed)[/code]


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Naotic on July 23, 2011, 10:26:29 AM
Code:
[quote author=Naotic link=topic=20198.msg598541#msg598541 date=1311437777]

the first thing you mentioned

"I:/private/apps/RSBE/pf/Fighter/Marth/FitMarth00.pac (This being the regular Version from the "Fly and Heaven's light Folder)
I:/private/apps/RSBE/pf/Fighter/Marth/FitMarth00.pcs
I:/private/apps/RSBE/pf/Fighter/Marth/FitMarthMotionEct.pac
I:/private/apps/RSBE/pf/system/common3.pac


that shouldn't have been renamed. the costumes are already there at the beginning spot of when you downloaded the rar archive. so in that folder "Fly and heaven's light version", you should've renamed it to "FitMarth.pac" (quotations not needed)
So it should look like
Code:
[code]
I:/private/apps/RSBE/pf/Fighter/Marth/FitMarth.pac (This being the regular Version from the "Fly and Heaven's light Folder)
I:/private/apps/RSBE/pf/Fighter/Marth/FitMarth00.pac (from the root of the folder)
I:/private/apps/RSBE/pf/Fighter/Marth/FitMarth00.pcs
I:/private/apps/RSBE/pf/Fighter/Marth/FitMarthMotionEct.pac
I:/private/apps/RSBE/pf/system/common3.pac
/code]
?[/code]


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Puraidou on July 23, 2011, 10:27:51 AM
Change
Code:
I:/private/apps/RSBE/pf/Fighter/Marth/FitMarth00.pac (This being the regular Version from the "Fly and Heaven's light Folder)
I:/private/apps/RSBE/pf/Fighter/Marth/FitMarth00.pcs
I:/private/apps/RSBE/pf/Fighter/Marth/FitMarthMotionEct.pac
I:/private/apps/RSBE/pf/system/common3.pac
To
Code:
I:/private/apps/RSBE/pf/Fighter/Marth/FitMarth00.pac
I:/private/apps/RSBE/pf/Fighter/Marth/FitMarth00.pcs
I:/private/apps/RSBE/pf/Fighter/Marth/FitMarthMotionEct.pac
I:/private/apps/RSBE/pf/system/common3.pac
That is IF the pac files is the vertexture, if it's the PSA then rename it to FitMarth.pac


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Hackingstar on July 23, 2011, 10:29:15 AM
So it should look like
Code:
[code]
I:/private/apps/RSBE/pf/Fighter/Marth/FitMarth.pac (This being the regular Version from the "Fly and Heaven's light Folder)
I:/private/apps/RSBE/pf/Fighter/Marth/FitMarth00.pac (from the root of the folder)
I:/private/apps/RSBE/pf/Fighter/Marth/FitMarth00.pcs
I:/private/apps/RSBE/pf/Fighter/Marth/FitMarthMotionEct.pac
I:/private/apps/RSBE/pf/system/common3.pac
/code]
?[/code]

you got it


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Naotic on July 23, 2011, 10:31:49 AM
you got it
Thanks! Will test soon. Also, Must say this is probably the best character mod yet.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Puraidou on July 23, 2011, 10:34:39 AM
Thanks! Will test soon. Also, Must say this is probably the best character mod yet.
It has to be one of the most worked on PSA's if not THE most worked on xD


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Tasty Pumpkin Clock on July 23, 2011, 10:51:41 AM
Yeah too bad it sucks. Trololololol.

Btw looking forward to that sound pack with the new Sawndz. New longer, hi quality sounds? Oh yes. ^^


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Hackingstar on July 23, 2011, 10:52:30 AM
i can't update the sfx pack till jaklub updates sawndz XD. just sayin'


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Naotic on July 23, 2011, 10:56:38 AM
Alright! Thanks All- Was able to fix.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Puraidou on July 23, 2011, 11:00:40 AM
Sephiroth should have this for a taunt not really xD
(http://i341.photobucket.com/albums/o382/PrideToBeMe/Private/Sephiroth/tumblr_l6ebduer9B1qbolyko1_250.gif)


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: _Data_Drain_ on July 23, 2011, 11:05:46 AM
Sephiroth should have this for a taunt not really xD
([url]http://i341.photobucket.com/albums/o382/PrideToBeMe/Private/Sephiroth/tumblr_l6ebduer9B1qbolyko1_250.gif[/url])

You know... I was thinking for a secret taunt... Much like Cloud's, he pulls out a fruit... A pear.

And with a voice pack, he says, "I bring you dis pear!"


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: MandoWolfe on July 23, 2011, 11:05:53 AM
lol that would be funny to see. XD


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Hackingstar on July 23, 2011, 11:07:28 AM
You know... I was thinking for a secret taunt... Much like Cloud's, he pulls out a fruit... A pear.

And with a voice pack, he says, "I bring you dis pear!"

lol


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Albafika on July 23, 2011, 11:18:49 AM
(http://fc01.deviantart.net/fs16/f/2007/133/4/e/This_Pear__by_leebyrne.jpg)


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Hackingstar on July 23, 2011, 11:24:09 AM
haha  ;D


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: _Data_Drain_ on July 23, 2011, 11:27:13 AM
At Wolfric... Or Weenie... Whatever.

That is pretty much how I picture the taunt being done. :P

...

Dang... Now I actually want that taunt... ._.,


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Tasty Pumpkin Clock on July 23, 2011, 11:34:56 AM
And he STILL needs to do this...

(http://30.media.tumblr.com/tumblr_lo2nu0N6ap1qluavfo1_400.gif)


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Tempo_ on July 23, 2011, 12:45:22 PM
I'M HATIN'

:D


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Puraidou on July 23, 2011, 01:13:15 PM
And he STILL needs to do this...

([url]http://30.media.tumblr.com/tumblr_lo2nu0N6ap1qluavfo1_400.gif[/url])
This has to be done big time XD


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: xZedkiel on July 23, 2011, 01:20:34 PM

Pride, your avatar.. o.o Omg.. I need a minute...


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Puraidou on July 23, 2011, 01:24:08 PM
Pride, your avatar.. o.o Omg.. I need a minute...
What?
*sexy pose*
(http://i341.photobucket.com/albums/o382/PrideToBeMe/Private/Sephiroth/Sephy1.png)
You no like? ;P


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: xZedkiel on July 23, 2011, 01:25:53 PM
What?
*sexy pose*
([url]http://i341.photobucket.com/albums/o382/PrideToBeMe/Private/Sephiroth/Sephy1.png[/url])
You no like? ;P

I take that back, I'm gonna need more than a minute.. O.O Can I... Can I hugz her?


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Albafika on July 23, 2011, 01:31:28 PM
Pride, your avatar.. o.o Omg.. I need a minute...


What?
*sexy pose*
([url]http://i341.photobucket.com/albums/o382/PrideToBeMe/Private/Sephiroth/Sephy1.png[/url])
You no like? ;P

I take that back, I'm gonna need more than a minute.. O.O Can I... Can I hugz her?
HAHAHAHAHA XD
This made me lol so hard i couldn't breath for 10 seconds! XD


Yes you may X'D
*hugz Sephira* I want this moment to last forever... T‿T  Oh yes... *kidnaps*
*three hours later* K, you can has her ba- Second thought, *keeps* ;3
*Saves this convo*


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Puraidou on July 23, 2011, 01:31:44 PM
I take that back, I'm gonna need more than a minute.. O.O Can I... Can I hugz her?
HAHAHAHAHA XD
This made me lol so hard i couldn't breath for 10 seconds! XD


Yes you may X'D


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: xZedkiel on July 23, 2011, 01:46:52 PM
HAHAHAHAHA XD
This made me lol so hard i couldn't breath for 10 seconds! XD


Yes you may X'D

*hugz Sephira* I want this moment to last forever... T‿T  Oh yes... *kidnaps*
*three hours later* K, you can has her ba- Second thought, *keeps* ;3


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Puraidou on July 23, 2011, 01:48:42 PM
*hugz Sephira* I want this moment to last forever... T‿T  Oh yes... *kidnaps*
*three hours later* K, you can has her ba- Second thought, *keeps* ;3

(http://i341.photobucket.com/albums/o382/PrideToBeMe/Private/Sephiroth/Seph3.png)

You do know i AM her right?
/me hears dreams being crushed
Oh ouch xD


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: songeflemy on July 23, 2011, 01:49:32 PM
Is this going off-topic or is this going off-topic.

I'm not sure.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: xZedkiel on July 23, 2011, 01:49:33 PM
([url]http://i341.photobucket.com/albums/o382/PrideToBeMe/Private/Sephiroth/Seph3.png[/url])

You do know i AM her right?
/me hears dreams being crushed
Oh ouch xD


Well if you are HER... >.> *still keeps* ;D


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Puraidou on July 23, 2011, 01:54:15 PM
Is this going off-topic or is this going off-topic. I'm not sure.
Like you ever post here, searching for off-topic posts again?
(http://i341.photobucket.com/albums/o382/PrideToBeMe/Private/Sephiroth/tumblr_lo2nu0N6ap1qluavfo1_400.gif)

Well if you are HER... >.> *still keeps* ;D
>.>
(http://i341.photobucket.com/albums/o382/PrideToBeMe/Private/Sephiroth/OkaySeph.png)

Enough off-topic for now, she is right.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Albafika on July 23, 2011, 01:55:18 PM
*hugz Sephira* I want this moment to last forever... T‿T  Oh yes... *kidnaps*
*three hours later* K, you can has her ba- Second thought, *keeps* ;3
([url]http://i341.photobucket.com/albums/o382/PrideToBeMe/Private/Sephiroth/Seph3.png[/url])
You do know i AM her right?/me hears dreams being crushed
Oh ouch xD

Well if you are HER... >.> *still keeps* ;D

>.>
*Also saves*


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: xZedkiel on July 23, 2011, 01:56:55 PM
True true.. Well, back on topic, I'll be editing the SFX as soon as I get an okay and it's before the next update is released. Because if I edit the SFX, send it over, and another update is released, all the work will go to waste on an outdated version.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: songeflemy on July 23, 2011, 01:59:35 PM
Like you ever post here, searching for off-topic posts again?
([url]http://i341.photobucket.com/albums/o382/PrideToBeMe/Private/Sephiroth/tumblr_lo2nu0N6ap1qluavfo1_400.gif[/url])



My point still stands. :srs:


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: _Data_Drain_ on July 23, 2011, 02:17:48 PM
*Sigh* Lets get back on topic...

Well, I feel like up smash is kinda underpowered now, and down smash seems a bit too powerful... And has a LOT of range downward.
(http://i956.photobucket.com/albums/ae41/_Data_Drain_/al_110723_13271binout.jpg)
I know this is a SSE enemy, but my point stands, it can kill at low percents too... So I think up and down smash should be balanced out, and kill at like... Down smash should kill at about 130%, and up smash could kill at around 155%?

I don't know... Anyway, I'll give more feedback when Hollow gets in here.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Puraidou on July 23, 2011, 02:21:16 PM
*Sigh* Lets get back on topic...

Well, I feel like up smash is kinda underpowered now, and down smash seems a bit too powerful... And has a LOT of range downward.
[url]http://i956.photobucket.com/albums/ae41/_Data_Drain_/al_110723_13271binout.jpg[/url]
I know this is a SSE enemy, but my point stands, it can kill at low percents too... So I think up and down smash should be balanced out, and kill at like... Down smash should kill at about 130%, and up smash could kill at around 155%?

I don't know... Anyway, I'll give more feedback when Hollow gets in here.
155%?! Are you insane?! That's more then Kirby needs! :srs: Seriously, he's getting nerfed WAY too far.

And be honest here, who actually cares for these "flaws" if they play SSE? I sure wouldn't.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: _Data_Drain_ on July 23, 2011, 02:24:18 PM
My point is, it's not just SSE, try it on one of the lower platforms on Battlefield, with a foe below you, it will hit them...

And he needs low kill power, because of his range.

Maybe 140% for up smash, and 125% for down smash.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Puraidou on July 23, 2011, 02:27:52 PM
My point is, it's not just SSE, try it on one of the lower platforms on Battlefield, with a foe below you, it will hit them... And he needs low kill power, because of his range. Maybe 140% for up smash, and 125% for down smash.
Dude i respect your feedback but you are getting into nerfing WAY too far now. Same as AoD is going too much into overpowering this. The latest changes Sephiroth got damage-wise were enough, he's good as he is. He needs more animation polishing and such but that's about it. No more nerfing nor oping him, he's good enough damage-wise.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Albafika on July 23, 2011, 02:29:57 PM
My point is, it's not just SSE, try it on one of the lower platforms on Battlefield, with a foe below you, it will hit them...

And he needs low kill power, because of his range.

Maybe 140% for up smash, and 125% for down smash.
Considering the endlag Up Smash holds, I think it should kill at a % Ike's Usmash would kill.

Concering Down Smash, its hitbox shouldn't be disjointed, needs to match the GFX, so I agree there.

Also, I'd like to revise Octaslash again...


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: _Data_Drain_ on July 23, 2011, 02:33:36 PM
Though Ike's can kill very early... Although down smash can too...

I honestly don't know what to do at this point...

It is true, his up, and down smash can leave him rather wide open, so if he misses, he can get himself killed, down smash can be dodge rolled, so the foe can be right behind him... And up smash has little amount of hit frames... So I guess more reward for landing those moves is alright after all... Alright, the range on down smash should be changed to fit the GFX, to avoid cheap edge guard kills.

And up smash should be buffed.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: lightning29 on July 23, 2011, 02:41:13 PM
Hear me out on this:

Would it be possible to make a more combo version of this PSA?

Less damage and some knockback reduction on all his moves, less end-lagg on (some of) the moves to enable combo's and on some moves a bit less starting time. Like being able (as an example) to combo from a f-air into a f-tilt on the ground.

Like i said, i'm more of an combo-wombo guy then a powerful slow player. Though that doesn't explain why i main Ganondorf XD - Actually.. it does, Ganon can combo-wombo if you main him good enough xP

I agree completely i like combos and flashyness and sephiroth is pressuring combo user to me anyway....advent children sephiroth was the ish and so was the one on kingdom hearts


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: _Data_Drain_ on July 23, 2011, 02:42:55 PM
Uh, no, I don't think so.

He does NOT need combos.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Albafika on July 23, 2011, 02:43:42 PM
I agree completely i like combos and flashyness and sephiroth is pressuring combo user to me anyway....advent children sephiroth was the ish and so was the one on kingdom hearts
Super Smash Bros. Brawl is not a combo game, though. For combo'ing PSAs, though, you could go watch Dante's.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: _Data_Drain_ on July 23, 2011, 02:45:11 PM
Plus, as it is, his pressure game is already very very good, try using forward air a lot... It leads into other moves, like AAA, forward tilt, and side smash...


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: SiLeNtDo0m on July 23, 2011, 02:47:08 PM
Uh, no, I don't think so.

He does NOT need combos.

Well, Pride was saying A version with combos.  It doesn't necessarily (and imo shouldn't) have to be the balanced and weak versions.  Infact, I think it could work nicely for one of the OPed versions (and knowing Pride, he uses the OP version mainly anyways ;) )


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: _Data_Drain_ on July 23, 2011, 02:48:58 PM
Well, Pride was saying A version with combos.  It doesn't necessarily (and imo shouldn't) have to be the balanced and weak versions.  Infact, I think it could work nicely for one of the OPed versions (and knowing Pride, he uses the OP version mainly anyways ;) )
I was talking to lightning29, he was wanting all versions to be like that...

As for Overpowered versions, combos would be fine for those, since it's broken anyway.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Puraidou on July 23, 2011, 02:56:59 PM
Well, Pride was saying A version with combos.  It doesn't necessarily (and imo shouldn't) have to be the balanced and weak versions.  Infact, I think it could work nicely for one of the OPed versions (and knowing Pride, he uses the OP version mainly anyways ;) )
You know me so well X3 (half the people here know anyway xD)


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Tasty Pumpkin Clock on July 23, 2011, 02:57:45 PM
Same as AoD is going too much into overpowering this.

Most of the time I just have a general idea and I leave it up to others to balance it. Actually tons of my suggestions have been implemented.
In fact I have another one. All his attacks should be one hit kills. Problem? >: D

Also I agree with Data about re-balancing up and down smash. Just not with nerfing them so much. All the lag balances out the range.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Puraidou on July 23, 2011, 03:03:53 PM
Most of the time I just have a general idea and I leave it up to others to balance it. Actually tons of my suggestions have been implemented.
In fact I have another one. All his attacks should be one hit kills. Problem? >: D
(http://i341.photobucket.com/albums/o382/PrideToBeMe/Private/Sephiroth/umadsephy.png)

Kidding aside, some stuff you said make him too OP not all.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: SiLeNtDo0m on July 23, 2011, 03:09:34 PM
I was talking to lightning29, he was wanting all versions to be like that...

As for Overpowered versions, combos would be fine for those, since it's broken anyway.

Fair enough XD


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Tasty Pumpkin Clock on July 23, 2011, 03:11:11 PM
some stuff you said make him too OP not all.
I didn't... really understand that.

Btw "Heartless Angel". That move still has way too much knock back, it has an insane amount. It should have like...none. And up the damage from 20 to 25 or so. Maybe 30.
I thought everyone agreed on this?

Also I think the down smash effect should be removed from the Down Throw. It seems too flashy for a throw. But that's just my opinion.

Speaking of throws. Suggestions for forward and back throw people?? We need something for those... badly.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Albafika on July 23, 2011, 03:13:49 PM
I didn't... really understand that.

Btw "Heartless Angel". That move still has way too much knock back, it has an insane amount. It should have like...none. And up the damage from 20 to 25 or so. Maybe 30.
I thought everyone agreed on this?

Also I think the down smash effect should be removed from the Down Throw. It seems too flashy for a throw. But that's just my opinion.

Speaking of throws. Suggestions for forward and back throw people?? We need something for those... badly.
I think this Fair is staying.

I agree on Down Throw.

I disagree on Heartless Angel. It's too hard to hit with it, it should stay.

And Pride meant: some stuff you said make him too OP not all.

> It's just that some of the stuff you've said make him OP, not all of 'em.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: lightning29 on July 23, 2011, 03:15:02 PM
I was talking to lightning29, he was wanting all versions to be like that...

As for Overpowered versions, combos would be fine for those, since it's broken anyway.

nope i was agreeing with sephira a combo version would fit my style of play..... and i think ssbb has the potential to be a combo game since all you do is make combos that build damage and kills


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Albafika on July 23, 2011, 03:16:06 PM
nope i was agreeing with sephira a combo version would fit my style of play..... and i think ssbb has the potential to be a combo game since all you do is make combos that build damage and kills
Super Smash Bros. Brawl is not a combo game, though. For combo'ing PSAs, though, you could go watch Dante's.
Now, if these combos really exist, ilustrate me.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: lightning29 on July 23, 2011, 03:36:11 PM
Now, if these combos really exist, ilustrate me.

well a combo in brawl would be attacking and chaining attacks before the opponent has time to recover and this deals damage much faster then single strong attacks, or waiting for your opponent to recover and trying to counter his attack........ brawl would be ass if every attack had like rediculous lag and the opponent can recover no matter what


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: _Data_Drain_ on July 23, 2011, 03:53:05 PM
Okay, I was going to bed... But something really is bothering me...

His fire pillars and meteor... They can collide with other attacks, and be canceled out... I had this happen too many times when I was making that Sephiroth VS Dederoth video, his Waddle Dees not only put out a fire, but destroyed a meteor...

No wonder Dedede keeps them around. XD

But joking aside, those moves should not be able to do that... Shadow Flare can keep this though, because it's tricky to cancel it out...

So yeah, Meteor and the fire pillars shouldn't have that, attacks should go through them without canceling out.

...Now that I got that out of the way, I think I can sleep. :P


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Puraidou on July 23, 2011, 03:55:49 PM
Okay, I was going to bed... But something really is bothering me...
His fire pillars and meteor... They can collide with other attacks, and be canceled out... I had this happen too many times when I was making that Sephiroth VS Dederoth video, his Waddle Dees not only put out a fire, but destroyed a meteor...
No wonder Dedede keeps them around. XD
But joking aside, those moves should not be able to do that... Shadow Flare can keep this though, because it's tricky to cancel it out...
So yeah, Meteor and the fire pillars shouldn't have that, attacks should go through them without canceling out.
...Now that I got that out of the way, I think I can sleep. :P
Wait, those cancel it out? O_o" Damn those things are made of hard stuff XD
Kidding aside, i agree that it should be fixed.



Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Tasty Pumpkin Clock on July 23, 2011, 03:57:18 PM
agreed.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Albafika on July 23, 2011, 04:03:09 PM
well a combo in brawl would be attacking and chaining attacks before the opponent has time to recover and this deals damage much faster then single strong attacks, or waiting for your opponent to recover and trying to counter his attack........ brawl would be ass if every attack had like rediculous lag and the opponent can recover no matter what
Uh, but vBrawl has no combos, you're saying "If it had combos it'd be like this and this" which is not the case.

Sephy needs no combos, he's finy how he is, now he just needs balance tweaks (Some buffs and some debuffs)


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: SiLeNtDo0m on July 23, 2011, 04:06:10 PM
Uh, but vBrawl has no combos, you're saying "If it had combos it'd be like this and this" which is not the case.

Sephy needs no combos, he's finy how he is, now he just needs balance tweaks (Some buffs and some debuffs)

This man speaks the truth.  vBrawl has very few "true" combos.  There's simply not enough hitstun. 

But the fire pillars and meteors getting cancelled out is an easy fix.  My Cloud's Meteorain had the same problem before.  Basically, Divine literally only needs to change one tiny value XD


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Albafika on July 23, 2011, 04:13:10 PM
This man speaks the truth.  vBrawl has very few "true" combos.  There's simply not enough hitstun. 
^ This, exactly this. Only "true" combos in vBrawl are chaingrabs. <.<

Also, fire pillar fix pl0x! And I can't wait to test this myself... i gotta get my new Lens or fix my hard drive really quick. ._.;


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: DivineOverlord on July 23, 2011, 04:18:49 PM
And now... I made yet ANOTHER video for Sephiroth, this is the latest version, so it showcases his new GFX and stuff.
[url]http://www.youtube.com/watch?v=4AWMRveHEcY[/url]



Data_drain - I'm not sure if you know this but even if I made the air F animation slower or gave it more lag you will still be able to use it quickly. why you say? because as soon as you land on the ground, sephy will change to subaction E, which will allow him to use air attacks again. as for the up and down smash complaints, i did the damage switch as you mentioned where up smash  and down smash switched damage values. Oh and the fire and meteor canceling by other attacks can be fixed easily. I wonder data, would you be able to edit the damage values that you think are fit? all you have to do is open the pac file with PSA and rest should be easy. You could send me the file when your done and I can upload your edited pac file with the rest of the other files.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: _Data_Drain_ on July 23, 2011, 04:29:23 PM
Hm... I wish I knew how to do damage fixes in PSA...

But all I meant was actual damage %, not knock back, down smash only needs a range nerf now I think, like that picture showed, he can hit above a platform... That needs to be fixed, otherwise, you can roll behind him, so I guess it killing at somewhat low percents wouldn't be so bad, since from behind, he's vulnerable to the foe's kill moves.

Up smash could have similar knock back, but a tad bit less then down smash, since it hits both sides, and has more range.

And the down throw should be how Aaf wanted it, him not jumping in the air, but rather... Hm... Maybe taking a step back, flinging them on the ground, then taking a step forward, and stabbing them?

(Man... I need to get some sleep... XD)


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Albafika on July 23, 2011, 04:30:26 PM
Hm... I wish I knew how to do damage fixes in PSA...

But all I meant was actual damage %, not knock back, down smash only needs a range nerf now I think, like that picture showed, he can hit above a platform... That needs to be fixed, otherwise, you can roll behind him, so I guess it killing at somewhat low percents wouldn't be so bad, since from behind, he's vulnerable to the foe's kill moves.

Up smash could have similar knock back, but a tad bit less then down smash, since it hits both sides, and has more range.

And the down throw should be how Aaf wanted it, him not jumping in the air, but rather... Hm... Maybe taking a step back, flinging them on the ground, then taking a step forward, and stabbing them?

(Man... I need to get some sleep... XD)
I can do it, we'll do it tomorrow, Data.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: _Data_Drain_ on July 23, 2011, 04:31:05 PM
I can do it, we'll do it tomorrow, Data.
Alright, sounds good to me. :P


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Albafika on July 23, 2011, 04:32:41 PM
Alright, sounds good to me. :P
Go to bed. <_<


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Puraidou on July 23, 2011, 04:34:43 PM
Useful feedback!
GO TO BED NOA! XD


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: DivineOverlord on July 23, 2011, 04:35:50 PM
Hm... I wish I knew how to do damage fixes in PSA...

But all I meant was actual damage %, not knock back, down smash only needs a range nerf now I think, like that picture showed, he can hit above a platform... That needs to be fixed, otherwise, you can roll behind him, so I guess it killing at somewhat low percents wouldn't be so bad, since from behind, he's vulnerable to the foe's kill moves.

Up smash could have similar knock back, but a tad bit less then down smash, since it hits both sides, and has more range.

And the down throw should be how Aaf wanted it, him not jumping in the air, but rather... Hm... Maybe taking a step back, flinging them on the ground, then taking a step forward, and stabbing them?

(Man... I need to get some sleep... XD)



oh you just use this
Smash Attack 2.65: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=17599

and open up the weak version with PSA and go to the sub actions tabs. all his smash attacks start at subaction 48

aaa- sub actions 48,49,4a
up A - subaction 54
down a- sub action 55
side a- subaction 50

up smash- subaction 5D
down smash subaction 60
side smash - subaction 58
last hit of side smash - subaction 4b

062 AttackAirN
063 AttackAirF
064 AttackAirB
065 AttackAirHi

06B LandingAirLw - end of hells gate
06C Catch
06D CatchDash
06E CatchTurn
06F CatchWait
070 CatchAttack
071 CatchCut
072 ThrowB
073 ThrowF
074 ThrowHi
075 ThrowLw


oh yeah, and we just edit the damage value of the offensive collisions aaand your done :af:


I can do it, we'll do it tomorrow, Data.


oh that works too. when will you get your wii fixed?


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Puraidou on July 23, 2011, 04:39:07 PM
We totally need a female Sephiroth, that'll be fun to have aside the normal Sephiroth XD


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: DivineOverlord on July 23, 2011, 04:41:49 PM
We totally need a female Sephiroth, that'll be fun to have aside the normal Sephiroth XD

Hell yeah that would be awesome!!! hopefully she looks something like your avatar XD


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Puraidou on July 23, 2011, 04:52:16 PM
Hell yeah that would be awesome!!! hopefully she looks something like your avatar XD
God i hope so, if that would happen i would be so damn happy XD


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: xZedkiel on July 23, 2011, 05:30:38 PM
God i hope so, if that would happen i would be so damn happy XD

You already know ;D *points at my request on Aafyre's thread*


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: lightning29 on July 23, 2011, 06:32:41 PM
Uh, but vBrawl has no combos, you're saying "If it had combos it'd be like this and this" which is not the case.

Sephy needs no combos, he's finy how he is, now he just needs balance tweaks (Some buffs and some debuffs)

no, brawl is like this it does have combos, combos that are put together by us but combos none the less..... and like i said a version for sephy that uses combos i only agreed with sephira... im good with what has been done with sephiroth........ and as far buffs, and tweaks blah blah, he is pretty good to me i mean you cant make him perfect


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Puraidou on July 23, 2011, 06:56:01 PM
You already know ;D *points at my request on Aafyre's thread*
Yeah i saw your post there, i even replied to it xP


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: xZedkiel on July 23, 2011, 07:23:16 PM
Yeah i saw your post there, i even replied to it xP
I know lol Sephira vs Female Genesis XD


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: DivineOverlord on July 23, 2011, 11:32:30 PM
Darn I wish someone will make Sephira already!!! ;D

oh and Genesis will be epic to have in brawl too!


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: _Data_Drain_ on July 24, 2011, 04:39:05 AM
Well... Out of insomnia and boredom... I made some damage ideas.

Damage.

AAA, can be left alone.

Side tilt, 12% if all hits hit.

Down tilt, I'd say leave it as is.

Up tilt, same.

Dash attack, maybe 7%.

Side smash, uncharged, 9%, full charge leave that as is.

Up smash, leave it be damage wise, however knock back wise, it should kill Mario at 120%, the hit box... Maybe should stay out a bit longer? This way it can be a dodge roll punishing kill move.

Down smash, 16%, and should be able to kill Mario at 110%, nerf the hit box range downward, but otherwise leave it as is, it makes a good spot dodge punishing kill move. And edge guard kill move.

Forward air, no sweet spot damage, just strictly 7% for all parts of the blade.

Neutral air, no tipped sweet spot, and little kill power, 9% damage if all hits hit.

Up air, 15% damage if all hits hit.

Down air, leave the damage as is.

Back air... We'll wait until the actual attack has been made, if it's like I want it... 16%.

Neutral B ground, uncharged, 6%, level two, 11% damage, level three, 22%

Neutral B air, 30%.

Side B ground, leave it as is.

Side B air, it can at the moment deal 18% if all hits hit... But I'd say leave it be, because not all hits are gonna likely hit, plus the move is unsafe to spam.

Up B, maybe 10%? And no sweet spot, it should be able to kill Mario at 140%

Down B ground, level one charge, leave it be, level two, it can deal 18%... Perhaps 15%? Level three, at the moment can deal 32%! This should be nerfed to something like... 25%? Since it can be DI'd out of, and doesn't kill.

Down B air, leave it alone.

Final smash... Well, there should be for now only one, this would save file space... It should be Hollow's final smash, since it looks the best out of the two, also, it should deal really high damage, but not kill in one hit... I'd say it could deal 150% damage, but not kill.

I'll see what Wolfric thinks too.
And am I the only one scared of how much people want Femaleroth? ._.,


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Tasty Pumpkin Clock on July 24, 2011, 08:13:24 AM

I disagree on Heartless Angel. It's too hard to hit with it, it should stay.

Which brings me to my original point. Since it's so difficult to use why can't we make it like the actual attack and remove all the knock back and up the damage to 40 to balance it out?

It wouldn't be broken because it works like once every hundred times due to being so impractical. And spamming it would only make it even harder to use because of it's incredibly long start up.

I don't see what the difference is between tons of damage or tons of knock back... at least this way it will work the way it's supposed to.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: _Data_Drain_ on July 24, 2011, 08:27:15 AM
Hm... But see, it would be final smash like damage...

Maybe 35%? That's higher then any normal attack in Brawl, 3% higher then Warlock Punch, maybe we could even make it deal 37%... This would still be a bit much, but with no kill power at all... It might work out fine.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Albafika on July 24, 2011, 08:30:23 AM
Hm... But see, it would be final smash like damage...

Maybe 35%? That's higher then any normal attack in Brawl, 3% higher then Warlock Punch, maybe we could even make it deal 37%... This would still be a bit much, but with no kill power at all... It might work out fine.
I support this motion. Now that I think about it, it makes sense, AoD.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Tasty Pumpkin Clock on July 24, 2011, 08:43:48 AM
Thank you! =_=

Yeah W.Punch is 35% and PK Cross is 37%. So that makes sense.

And Data I think Down Special's third charge should be left as it is. Just because it CAN do 32% damage... like when does it ever? Plus you said it yourself, it can be DI'd out of and doesn't kill.
But I'm indifferent on this one.

As for Aerial Up, 15% if all hits connect seems a little low. I can NEVER get every hit in because of the Aerial Dodge... and most of his attacks do like 15% to 20% and those aren't even multiple hit attacks.
It should be 20% if all hits connect because it would usually only do 15% or so.
But I'm not entirely sure so for now I'm indifferent on this one as well.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Puraidou on July 24, 2011, 08:44:53 AM
I support this motion. Now that I think about it, it makes sense, AoD.
Yeah i agree, it's hard to land + no kill power. So it would be better to give it around 37%

Thank you! =_=

Yeah W.Punch is 35% and PK Cross is 37%. So that makes sense.

And Data I think Down Special's third charge should be left as it is. Just because it CAN do 32% damage... like when does it ever? Plus you said it yourself, it can be DI'd out of and doesn't kill.
But I'm indifferent on this one.

As for Aerial Up, 15% if all hits connect seems a little low. I can NEVER get every hit in because of the Aerial Dodge... and most of his attacks do like 15% to 20% and those aren't even multiple hit attacks.
It should be 20% if all hits connect because it would usually only do 15% or so.
But I'm not entirely sure so for now I'm indifferent on this one as well.
Not sure about that, it might be too much since people tend to air dodge to quickly and getting a punishment for it. Depends on the player mostly but in my opinion 17% is enough, especially since you can use it twice after 2 jumps i believe.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: _Data_Drain_ on July 24, 2011, 08:49:30 AM
Thank you! =_=

Yeah W.Punch is 35% and PK Cross is 37%. So that makes sense.

And Data I think Down Special's third charge should be left as it is. Just because it CAN do 32% damage... like when does it ever? Plus you said it yourself, it can be DI'd out of and doesn't kill.
But I'm indifferent on this one.

As for Aerial Up, 15% if all hits connect seems a little low. I can NEVER get every hit in because of the Aerial Dodge... and most of his attacks do like 15% to 20% and those aren't even multiple hit attacks.
It should be 20% if all hits connect because it would usually only do 15% or so.
But I'm not entirely sure so for now I'm indifferent on this one as well.
Hm... This is true... I guess if all hits hit with up air, it can be 17% or 19%?

Also, the damage I gave wasn't 100% finalized, some things can be buffed if actually needed.

But see, I wanted down smash to be his most damaging move... That has little start up, plus with the ideas I have, he would be able to kill at 110% if used right... So him doing little damage is what I was aiming for.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Albafika on July 24, 2011, 09:28:19 AM
Something extre I'd like to add concerning Octaslash:

I feel that move should kill, but how?

I feel Octaslash should work the same way (Well, similar) SDo0m's Dissidia Cloud's Omnislash works:

After using a Taunt that'd last a second less than SDo0m's Up Taunt, it should replace Fsmash for just one use.

The attack would be fast, and if the FIRST slash hits, it'll trigger and do the whole Octaslash with only the last one having the Knockback. If the first slash misses, it shoulds top right there. (Sirta how Ftilt's second hit triggers) (Sorta how Down Air of Cloud, if it misses, it loses Omnislash, this'd work the same way)

It should kill at 110% I feel.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Puraidou on July 24, 2011, 09:30:45 AM
Something extre I'd like to add concerning Octaslash:

I feel that move should kill, but how?

I feel Octaslash should work the same way (Well, similar) SDo0m's Dissidia Cloud's Omnislash works:

After using a Taunt that'd last a second less than SDo0m's Up Taunt, it should replace Fsmash for just one use.

The attack would be fast, and if the FIRST slash hits, it'll trigger and do the whole Octaslash with only the last one having the Knockback. If the first slash misses, it shoulds top right there. (Sirta how Ftilt's second hit triggers) (Sorta how Down Air of Cloud, if it misses, it loses Omnislash, this'd work the same way)

It should kill at 110% I feel.
Like Cloud has with his taunt, cool idea :D


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Albafika on July 24, 2011, 09:32:55 AM
Like Cloud has with his taunt, cool idea :D
It'd work as FFVII's (For now) trademark. Cloud with his Omnislash/Sephy with his Octaslash. This should also be used on Tidus's/Lulu's movesets, so it'd become a FF trademark. XD


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: _Data_Drain_ on July 24, 2011, 09:33:53 AM
Something extre I'd like to add concerning Octaslash:

I feel that move should kill, but how?

I feel Octaslash should work the same way (Well, similar) SDo0m's Dissidia Cloud's Omnislash works:

After using a Taunt that'd last a second less than SDo0m's Up Taunt, it should replace Fsmash for just one use.

The attack would be fast, and if the FIRST slash hits, it'll trigger and do the whole Octaslash with only the last one having the Knockback. If the first slash misses, it shoulds top right there. (Sirta how Ftilt's second hit triggers) (Sorta how Down Air of Cloud, if it misses, it loses Omnislash, this'd work the same way)

It should kill at 110% I feel.
Hm... I like this idea actually, it gives Sephiroth more connection to Cloud's PSA... Because, they're a bit like Yin and Yang, very different, but very similar at the same time. :P

The up taunt should be moved to side taunt, down taunt should be both the on and off switch for the wing... And up taunt would be the charging animation for Octoslash.

Also... The slashes should be even faster then they are now, since we don't want "Luigi's Dash Attack Syndrome", you know how that move is, even if the first hit lands... The final hit can be shielded... We don't want that.

Say... The OverGod version could even start out with Octoslash, or even have a perma Octoslash if he does the up taunt?


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Puraidou on July 24, 2011, 09:34:19 AM
It'd work as FFVII's (For now) trademark. Cloud with his Omnislash/Sephy with his Octaslash. This should also be used on Tidus's/Lulu's movesets, so it'd become a FF trademark. XD
That would be really cool xD

Say... The OverGod version could even start out with Octoslash, or even have a perma Octoslash if he does the up taunt?
Oh GOD yes! XD


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Tasty Pumpkin Clock on July 24, 2011, 09:37:43 AM
I'm liking this.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Albafika on July 24, 2011, 09:39:06 AM
Hm... I like this idea actually, it gives Sephiroth more connection to Cloud's PSA... Because, they're a bit like Yin and Yang, very different, but very similar at the same time. :P

The up taunt should be moved to side taunt, down taunt should be both the on and off switch for the wing... And up taunt would be the charging animation for Octoslash.

Also... The slashes should be even faster then they are now, since we don't want "Luigi's Dash Attack Syndrome", you know how that move is, even if the first hit lands... The final hit can be shielded... We don't want that.

Say... The OverGod version could even start out with Octoslash, or even have a perma Octoslash if he does the up taunt?
Totally, it needs to have as much slashes as Octaslash in Dissidia, and al lhits connecting.

And I agree with the Taunts!

Let's make this a FF trademark~

I also like the OG version idea. xD


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Tasty Pumpkin Clock on July 24, 2011, 09:49:23 AM
Also! Sawndz is out. So we need a really awesome Sephiroth sound pack.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: _Data_Drain_ on July 24, 2011, 10:07:22 AM
On an interesting note, Yoshi has 73 sounds to work with, and (as much as I hate to say this... Since I like him) ROB has 79 sounds...

There in the future, could be more then one version for voice packs over replaced characters, they would load from the sound data of who Sephiroth replaced... This way, Marth can keep his voice, while Sephiroth would have his own.

Edit:
Holy...!?

Is there a way to load a stage's sound data on a character!?

Hanenbow has 103 sounds!


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Albafika on July 24, 2011, 10:11:28 AM
I'd love the SFX over Yoshi only. XD


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: _Data_Drain_ on July 24, 2011, 10:13:19 AM
I'd love the SFX over Yoshi only. XD
Yeah, same here... Say... You could load Hanenbow's sound data on Cloud, since Olimar only has about 41 sounds to replace.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Puraidou on July 24, 2011, 10:37:36 AM
Believe it or not but apparently you can have stage sfx's on a character or at least, that's what kjp found out. Not sure if it works flawlessly nor do i know if it's possible vice versa.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Hackingstar on July 24, 2011, 11:25:18 AM
Hey everybody, Sephiroth SFX have been improved and have better quality thanks to Jaklub's Sawndz 0.1. And the biggest change of all, Sephiroth's new final smash voice. "I bring you despair".

Click here for the extreme AWESOMENESS.  :happy:
http://www.mediafire.com/?adsfcanmcrp0g9x


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Albafika on July 24, 2011, 11:40:55 AM
Hey everybody, Sephiroth SFX have been improved and have better quality thanks to Jaklub's Sawndz 0.1. And the biggest change of all, Sephiroth's new final smash voice. "I bring you despair".

Click here for the extreme AWESOMENESS.  :happy:
[url]http://www.mediafire.com/?adsfcanmcrp0g9x[/url]

You should make a version over Yoshi! I'll love you forever. :D


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: _Data_Drain_ on July 24, 2011, 11:46:55 AM
You should make a version over Yoshi! I'll love you forever. :D
Indeed... I might actually use this, if you made a version that actually works on Yoshi, with Yoshi's soundbank.

This way, Marth can keep his voice, while Sephiroth has his own.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: MandoWolfe on July 24, 2011, 11:50:58 AM
do you still use the same offset as the old one?
because i dont know how to put this on in Swandz


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Puraidou on July 24, 2011, 11:56:53 AM
Hey everybody, Sephiroth SFX have been improved and have better quality thanks to Jaklub's Sawndz 0.1. And the biggest change of all, Sephiroth's new final smash voice. "I bring you despair".
Click here for the extreme AWESOMENESS.  :happy:
[url]http://www.mediafire.com/?adsfcanmcrp0g9x[/url]
Like Weenie and Data said, put this over Yoshi and you have my thanks big time xD


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Kaye Cruiser on July 24, 2011, 12:02:27 PM
I kind of prefer him bring over ROB since I've wanted to replace him for awhile, plus I kinda like Marth with Sephy's voice.

But it's not like I use Yoshi either, so I'm alright with this too. XD

+1


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Tasty Pumpkin Clock on July 24, 2011, 12:06:07 PM
Yeah that would be fantastic...


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Thundaga_T2 on July 24, 2011, 12:41:39 PM
Data, i know this was talked about a while back, but actually the strongest normal attack in Brawl does 46%. Which would be Bowser's forward smash fully charged. But i dunno if you would count that since it does 2 hits, and will only deal that much damage if both hits connect.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Tasty Pumpkin Clock on July 24, 2011, 12:43:07 PM
And... is fully charged.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Albafika on July 24, 2011, 12:44:14 PM
Uh, doesn't matters, Heartless Angel can't do that amount, it's too much.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: _Data_Drain_ on July 24, 2011, 12:47:29 PM
Uh, doesn't matters, Heartless Angel can't do that amount, it's too much.
Yeah, and a full charged smash attack is even less likely to hit then Heartless Angel, I'd say 37% should do it for Heartless Angel.

Other then the things that were suggested... Am I just nuts? Or is Sephiroth almost done? O_O


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Albafika on July 24, 2011, 12:48:09 PM
Yeah, and a full charged smash attack is even less likely to hit then Heartless Angel, I'd say 37% should do it for Heartless Angel.

Other then the things that were suggested... Am I just nuts? Or is Sephiroth almost done? O_O
He is.

Only missing the trademark attack and the % tweaks we're doing. :P (And other 3 things, like dthrow, bair (?), and taunt placing. I think..)


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Puraidou on July 24, 2011, 12:49:19 PM
He is.

Only missing the trademark attack and the % tweaks we're doing. :P (And other 3 things, like dthrow, bair (?), and taunt placing. I think..)
^This xD


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: _Data_Drain_ on July 24, 2011, 12:50:43 PM
He is.

Only missing the trademark attack and the % tweaks we're doing. :P (And other 3 things, like dthrow, bair (?), and taunt placing. I think..)
Yeah, and Tormod's animations... After that... I think he'll be done... *Sheds manly... Who am I kidding? A bit less then manly tear.*

This has come such a long way.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Tasty Pumpkin Clock on July 24, 2011, 12:53:50 PM
And his forward and back throws! Those are still ridiculous.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Puraidou on July 24, 2011, 12:53:58 PM
He's grown so fast :af:


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Albafika on July 24, 2011, 12:54:22 PM
And his forward and back throws! Those are still ridiculous.
Forward looks nice, it just needs Tormod's tweaking.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Tasty Pumpkin Clock on July 24, 2011, 12:58:36 PM
He's grown so fast :af:


(http://2.bp.blogspot.com/-uWwcKwq1-9k/TdOPDInoPyI/AAAAAAAAAe4/RY9SMMgLJoA/s1600/manly+tear.jpg)


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Puraidou on July 24, 2011, 12:59:38 PM
([url]http://2.bp.blogspot.com/-uWwcKwq1-9k/TdOPDInoPyI/AAAAAAAAAe4/RY9SMMgLJoA/s1600/manly+tear.jpg[/url])
That would be the case here yes xD

(http://i341.photobucket.com/albums/o382/PrideToBeMe/Private/Sephiroth/Sephiroth-4.jpg)
^ This fits PERFECTLY xD ^


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Tasty Pumpkin Clock on July 24, 2011, 01:02:56 PM
Win animation... results screen on fire. I think yes.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: _Data_Drain_ on July 24, 2011, 01:07:17 PM
Win animation... results screen on fire. I think yes.
Heh, the only problem with that would be... You would likely hold down the button, and only do that victory pose. XD


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Albafika on July 24, 2011, 01:20:39 PM
I still think flames on the Results Screen is too much, though.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Tasty Pumpkin Clock on July 24, 2011, 01:22:40 PM
An alternate version then? I mean come on how awesome would that be.
And it's not like it will affect game play or anything.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Puraidou on July 24, 2011, 01:23:27 PM
I still think flames on the Results Screen is too much, though.
Would be cool nonetheless xD


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Hackingstar on July 24, 2011, 01:23:54 PM
You should make a version over Yoshi! I'll love you forever. :D
Indeed... I might actually use this, if you made a version that actually works on Yoshi, with Yoshi's soundbank.

This way, Marth can keep his voice, while Sephiroth has his own.


ok first i'm questioned. (cuz i'm kinda new to porting sfx and such) one major question though.

http://www.mediafire.com/?pmr2lled4hhd14f

i know the part of renaming and the yoshi has no crawl but one question. if i use the code "Yoshi has Marth's Soundbank...and if i preview it in smashbox...will yoshi have marth sfx? sorry i'm completely new to THIS kind of stuff..


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Tasty Pumpkin Clock on July 24, 2011, 02:20:29 PM
For the sephiroth sound pack what's the hex offset code? We kind of need that...


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Hackingstar on July 24, 2011, 02:29:00 PM
1085C20


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Tasty Pumpkin Clock on July 24, 2011, 02:48:55 PM
Thanks.

Btw two things.
Forward tilt does 8% if every hit connects. But it can easily be dodge rolled out of.
Down tilt does 8% and it's simply a quick slash. Forward tilt also has no knock back so I think it should have more damage. 12% or 13%?
His A combo does 11% and it has a bit of knock back so that sounds about right doesn't it?

And his charging animation for Special and Down Special, his sword goes into the ground.

HackingStar do you think you could make "I'll fall into the shadows" a bit louder? You can barely hear it.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Hackingstar on July 24, 2011, 02:49:55 PM
fixed. try it now.

also i'll get on that other part soon.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: _Data_Drain_ on July 24, 2011, 02:56:49 PM
Thanks.

Btw two things.
Forward tilt does 8% if every hit connects. But it can easily be dodge rolled out of.
Down tilt does 8% and it's simply a quick slash. Forward tilt also has no knock back so I think it should have more damage. 12% or 13%?
His A combo does 11% and it has a bit of knock back so that sounds about right doesn't it?
Yeah, something like that would work, as I said in my damage ideas.

"Side tilt, 12% if all hits hit."

It should do more damage.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: DivineOverlord on July 24, 2011, 07:47:01 PM
^ wow lots of feedback in the last couple of hours. Some ideas were cool and others I have mixed feelings about lol


anyways, I made a lot of animations for Diabolos (Final Fantsy VIII). I couldn't resist making a PSA for him since the new vertext is too EPIC!


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Albafika on July 24, 2011, 08:44:10 PM
^ wow lots of feedback in the last couple of hours. Some ideas were cool and others I have mixed feelings about lol


anyways, I made a lot of animations for Diabolos (Final Fantsy VIII). I couldn't resist making a PSA for him since the new vertext is too EPIC!

Lmao, I'll get reado to make a video of him vs Groudon.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Hollow on July 24, 2011, 08:50:00 PM
I haven't checked this in a while. Is 4.2 the final? Everything done?


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: DivineOverlord on July 24, 2011, 08:52:55 PM
I haven't checked this in a while. Is 4.2 the final? Everything done?

its really really close to being done lol. (90-92% done)


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Hollow on July 24, 2011, 08:54:00 PM
I gave Tormod a request for those walking animations in that video he showed, because I think the current ones aren't very good.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: DivineOverlord on July 24, 2011, 08:55:59 PM
I gave Tormod a request for those walking animations in that video he showed, because I think the current ones aren't very good.

oh so it will have tormod's walking animation and the same run right?


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Hollow on July 24, 2011, 08:57:26 PM
oh so it will have tormod's walking animation and the same run right?
Yeah, same run, but the walking animations Tormod made.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: DivineOverlord on July 24, 2011, 08:59:24 PM
 that sounds cool XD


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Hollow on July 24, 2011, 09:00:24 PM
I'll try to start on Jack as well, soon. I just have no time for this place recently. :(


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: _Data_Drain_ on July 24, 2011, 10:01:36 PM
I gave Tormod a request for those walking animations in that video he showed, because I think the current ones aren't very good.
You should also get that back throw from him, the current one is a little odd.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: DivineOverlord on July 24, 2011, 10:23:49 PM
here are some preview pics of two PSA's I'll most likely release at the end of this month XD

B Special: Demi (http://i.imgur.com/FSCw0.jpg)
Run Animation:(http://i.imgur.com/NhusV.jpg)
Tidus Vs Diablo:(http://i.imgur.com/s7CWg.jpg)




Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Thundaga_T2 on July 24, 2011, 10:32:41 PM
Hey who is Diablos over? That looks really cool. FF8 is my favorite in the series lol.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: DivineOverlord on July 24, 2011, 10:33:54 PM
its over Ganondorf
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=20893

and tidus over Ike.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: _Data_Drain_ on July 24, 2011, 10:35:03 PM
Hm... This looks interesting, the Overpowered version could be a boss like character, with less then 100 jumps... Like 8, maybe 9?

Also, I'm looking forward to that Tidus. :)

(I just hope I don't go crazy putting FF character in Brawl. XD)


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: MandoWolfe on July 24, 2011, 11:26:50 PM
well i tried out the new Sephiroth... only to be dissapointed.. i now think the Psa has too much end lag, and very little kill power. i was playing against my gf. She was Sdoom's Cloud and i was Sephiroth. she was able to kill me three times before i killed her once. everytime i did a move, she could easily side-step it and take me out with a side-smash. almost all the moves have so much end lag thats its nearly impossible for me to kill her now. And thats because i use the regular one. He barely has any kill moves. i understand that he has longer reach, but in a fight with people, you should be able to kill them at 80%. i mean mario, luigi, hell even fox can kill at about that level. Cloud can kill at around the 60's if he hits you right.

im just saying, in FFVII or any game he comes out in, he's suppose to be strong and kinda fast with his sword. i think you need to bring up the smashes kill power. because his B specials are great for bringing up damage but the only two that can actually kill is his fully charged Ground B and his Heartless angel. and those are only IF you can hit the opponent.

the Animations were awesome. i loved the GFXs but now Sephiroth needs his Strength back. If you've heard about him in the games, everyone knows he is the most powerful Soldier memeber. and Cloud shouldnt be able to kill Sephiroth this easy.
So in my opinion i think you either need to up the kill power. or lose a lot of end lag. i would like to see Sephiroth with a bit more power and less end lag. at least that he stands a chance against Cloud. hell even Sonic can beat him. and Sonic against any sword person is usually suppose to be a bad thing..

so please. at least consider what im saying.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: DivineOverlord on July 24, 2011, 11:32:08 PM
^ haha I sorta agree with you. I've been editing sephy based on the feedback i've been getting from data_drain, wolferic, and apprientice of death (mainly for the balanced/weak version). All which keep saying they want sephy to be slower/end lag, a little more than 4.2 lol....but yeeaaa.
I have my own version on my wii which is better than the released ones. :af: (imo)


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: MandoWolfe on July 24, 2011, 11:35:28 PM
please share this with me! lol its pretty shameful when i can beat Jiggs without dying as any of my characters, but when i play as Sephiroth i have to be careful on what i do. lol


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: DivineOverlord on July 24, 2011, 11:39:29 PM
please share this with me! lol its pretty shameful when i can beat Jiggs without dying as any of my characters, but when i play as Sephiroth i have to be careful on what i do. lol
ok, ill send it over when I get back to my pc. (on cell)....what version do you want? weak/balanced, strong, or op?


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: MandoWolfe on July 24, 2011, 11:45:26 PM
well i prefer the balanced one. oh and thank you by the way. i really appriciate this.

oh and i hope you dont mind me saying this, but i think Sephiroth needs either a new down smash or it needs to be edited so he can hit in front and behind him. because if you look at it this way, almost every character i know can hit both in front and behind them with the down smash. but Sephiroth cant. :/ so im just pointing that out there in case you want to do something about that.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: DivineOverlord on July 24, 2011, 11:48:40 PM
^ sephy's down smash was able to hit behind him before version 4.2 but too many people complained about it even though other characters down smash hit front and back. In my version, the hit box is a range of 15 on ground starting at his throw bone, which means it hits front and back but the back hit box is not as strong as the front where the sword hits. I have the back hitbox only hit the ground so if you jump behind sephy when he uses his down smash, you wont be hit. I like it this way since its more realistic since he stabs the earth/ground really hard causing a little earthquake around him. XD


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: MandoWolfe on July 25, 2011, 12:50:00 AM
lol i agree.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Puraidou on July 25, 2011, 01:12:18 AM
^ haha I sorta agree with you. I've been editing sephy based on the feedback i've been getting from data_drain, wolferic, and apprientice of death (mainly for the balanced/weak version). All which keep saying they want sephy to be slower/end lag, a little more than 4.2 lol....but yeeaaa.
I have my own version on my wii which is better than the released ones. :af: (imo)
GIMME! XD


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: DivineOverlord on July 25, 2011, 02:17:07 AM
lol i agree.

ill email it tomorrow or maybe even upload it to the main file and call the folder DO version, balanced yet a little faster.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Puraidou on July 25, 2011, 02:19:26 AM
ill email it tomorrow or maybe even upload it to the main file and call the folder DO version, balanced yet a little faster.
And more into combo's as well? I like being able to link attacks very fast X3


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: DivineOverlord on July 25, 2011, 02:23:37 AM
And more into combo's as well? I like being able to link attacks very fast X3

lol i'll try it out, ill have to take off some lag on attacks or have some stun if the first hit connects.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Puraidou on July 25, 2011, 02:27:23 AM
lol i'll try it out, ill have to take off some lag on attacks or have some stun if the first hit connects.
Or both? xD

Some of the more powerful hits should have some more stun like Captain Falcon's Knee has on the sweet spot xP
Preferably the size smash at full power.

Argh, i want a female Sephy!!! She'd SO need a sexy pose taunt xD


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: DivineOverlord on July 25, 2011, 02:29:34 AM
Or both? xD

Some of the more powerful hits should have some more stun like Captain Falcon's Knee has on the sweet spot xP
Preferably the size smash at full power.

Argh, i want a female Sephy!!! She'd SO need a sexy pose taunt xD


sounds good....and yeah, she will be awesome to have in brawl since we have a female link. XD

If someone makes her, I think I have a good idea for a taunt for her.  :af2:


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: xZedkiel on July 25, 2011, 02:49:00 AM
I agree on female Seph lol, and share the epic personal "better-than-yours" Sephiroth with meh too please >.> I hate the over-end lag he has.. Too much, I got owned.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: DivineOverlord on July 25, 2011, 02:53:37 AM
I agree on female Seph lol, and share the epic personal "better-than-yours" Sephiroth with meh too please >.> I hate the over-end lag he has.. Too much, I got owned.

haha okie. since more than one person wants this, I think many others will too. I'll place it into the main file once I get a chance to upload that 25mb file again XD there will be a total  of 27 pac files for sephy....one of the most custom character I have ever seen.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: xZedkiel on July 25, 2011, 02:57:18 AM
haha okie. since more than one person wants this, I think many others will too. I'll place it into the main file once I get a chance to upload that 25mb file again XD there will be a total  of 27 pac files for sephy....one of the most custom character I have ever seen.
o.o... I rather just get the PSA.. 25 mb + my laptop = loooong download time T-T


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: DivineOverlord on July 25, 2011, 02:59:30 AM
o.o... I rather just get the PSA.. 25 mb + my laptop = loooong download time T-T

I see. I'll try to make it convenient to download for those that just want the pac file. Btw, is there a cloud texture thats like your sig?


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: _Data_Drain_ on July 25, 2011, 03:01:02 AM
well i tried out the new Sephiroth... only to be dissapointed.. i now think the Psa has too much end lag, and very little kill power. i was playing against my gf. She was Sdoom's Cloud and i was Sephiroth. she was able to kill me three times before i killed her once. everytime i did a move, she could easily side-step it and take me out with a side-smash. almost all the moves have so much end lag thats its nearly impossible for me to kill her now. And thats because i use the regular one. He barely has any kill moves. i understand that he has longer reach, but in a fight with people, you should be able to kill them at 80%. i mean mario, luigi, hell even fox can kill at about that level. Cloud can kill at around the 60's if he hits you right.

im just saying, in FFVII or any game he comes out in, he's suppose to be strong and kinda fast with his sword. i think you need to bring up the smashes kill power. because his B specials are great for bringing up damage but the only two that can actually kill is his fully charged Ground B and his Heartless angel. and those are only IF you can hit the opponent.

the Animations were awesome. i loved the GFXs but now Sephiroth needs his Strength back. If you've heard about him in the games, everyone knows he is the most powerful Soldier memeber. and Cloud shouldnt be able to kill Sephiroth this easy.
So in my opinion i think you either need to up the kill power. or lose a lot of end lag. i would like to see Sephiroth with a bit more power and less end lag. at least that he stands a chance against Cloud. hell even Sonic can beat him. and Sonic against any sword person is usually suppose to be a bad thing..

so please. at least consider what im saying.
He's weak because you're not playing him right, he has a lot of range... Use it, also, did you try his down smash? That thing kills really early.

Plus, about that whole "Strongest Soldier" thing... Well, look in Brawl, is Ganondorf so broken that no one but Link can kill him? Is Pikachu really so powerful? Smash doesn't take the character's power based off the games, it does it's own thing with them... Also, as I said, he WILL get kill power buffs, down smash should kill at 110%, and up smash should kill at 120%, with a little more hit box frames, to punish dodge rolls.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: DivineOverlord on July 25, 2011, 03:05:03 AM
^ yup thats true. it has a spike spot. overall, the current balanced version takes time to master. It took me about an hour haha (against pit, I was able to beat enhanced metaknight too XD)


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Puraidou on July 25, 2011, 03:07:47 AM
^ yup thats true. it has a spike spot. overall, the current balanced version takes time to master. It took me about an hour haha (against pit, I was able to beat enhanced metaknight too XD)
I tried this one last night and to be honest.. i got my ass handed to me multiple times against Cloud.. T_T
I play Seph right but his end lagg kills so big time x.x It's like Ganon just weaker and slower >_o

I'll place it into the main file once I get a chance to upload that 25mb file again XD there will be a total  of 27 pac files for sephy....one of the most custom character I have ever seen.
27?! O_O"


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: DivineOverlord on July 25, 2011, 03:09:45 AM
I tried this one last night and to be honest.. i got my ass handed to me multiple times against Cloud.. T_T
I play Seph right but his end lagg kills so big time x.x It's like Ganon just weaker and slower >_o
27?! O_O"

oh okay. I guess the other version I have will help since it has less lag but less damage by 1-2%.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Puraidou on July 25, 2011, 03:11:08 AM
oh okay. I guess the other version I have will help since it has less lag but less damage by 1-2%.
I prefer that yeah xD

And not to nag but, could the OG version have the 999 jumps again? The last 1 didn't have that.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: _Data_Drain_ on July 25, 2011, 03:11:54 AM
^ yup thats true. it has a spike spot. overall, the current balanced version takes time to master. It took me about an hour haha (against pit, I was able to beat enhanced metaknight too XD)
Right, that's how he should be, tough to pick up, but powerful when mastered.

He has end lag because of his shear number of options to damage foes with, and even really late means of killing, like forward air after awhile, becomes a deadly kill move off stage.

Actually though... There is one more move I would like to see buffed a bit... Down air's kill power, but would it be possible to give it more cool down time? Like him not being able to cancel the ending lag animation? Although heck... If there is no way to give him landing lag on that move... Maybe the kill power should be right at the center?

This way, the part that's unpunishable would be less of a threat, killing at 145%, but the sweet spot... 110% like down smash?


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Puraidou on July 25, 2011, 03:12:59 AM
Oh btw, i just remember something i was wondering. Does the Down air have a sweet-spot that meteor smashes the opponent down?


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: _Data_Drain_ on July 25, 2011, 03:13:49 AM
Oh btw, i just remember something i was wondering. Does the Down air have a sweet-spot that meteor smashes the opponent down?
Any part of the blade does.

If done right... It might be an odd way to recover maybe.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: DivineOverlord on July 25, 2011, 03:14:33 AM
Right, that's how he should be, tough to pick up, but powerful when mastered.

He has end lag because of his shear number of options to damage foes with, and even really late means of killing, like forward air after awhile, becomes a deadly kill move off stage.

Actually though... There is one more move I would like to see buffed a bit... Down air's kill power, but would it be possible to give it more cool down time? Like him not being able to cancel the ending lag animation? Although heck... If there is no way to give him landing lag on that move... Maybe the kill power should be right at the center?

This way, the part that's unpunishable would be less of a threat, killing at 145%, but the sweet spot... 110% like down smash?

I tried giving him a landing lag but you can easliy get out of the animation by moving left, right, up, or down. I bet some coding might help but after using hells gate or air F, he will be helplessly frozen on the ground for awhile.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Puraidou on July 25, 2011, 03:15:31 AM
Any part of the blade does.

If done right... It might be an odd way to recover maybe.
How would you recover with that? Would he bounce off of the enemy?

I tried giving him a landing lag but you can easliy get out of the animation by moving left, right, up, or down. I bet some coding might help but after using hells gate or air F, he will be helplessly frozen on the ground for awhile.
That would kill the use of Hell's Gate and FAir in my opinion. Not to mention making him less capable of winning ._.'


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: SiLeNtDo0m on July 25, 2011, 03:18:58 AM
In all fairness though, my Cloud is a tad OPed....


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Puraidou on July 25, 2011, 03:19:47 AM
In all fairness though, my Cloud is a tad OPed....
Still, i can beat him with regular Ganon hands down. That says something about Seph.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: SiLeNtDo0m on July 25, 2011, 03:21:04 AM
Still, i can beat him with regular Ganon hands down. That says something about Seph.

Fair enough XD  Even when I was using Sephy I found him very hard to get used to.  His playstyle is actually a very unique one.  No other character in Brawl plays like he does.  It's very refreshing, albeit not extremely rewarding.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: xZedkiel on July 25, 2011, 03:23:06 AM
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=19218

He's always been there DO lol


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: _Data_Drain_ on July 25, 2011, 03:23:35 AM
I tried giving him a landing lag but you can easliy get out of the animation by moving left, right, up, or down. I bet some coding might help but after using hells gate or air F, he will be helplessly frozen on the ground for awhile.
Hm... Although, maybe forward air doesn't need that much lag now, since his kill moves are hard to land, as it is now, he deals GREAT damage, but has a tough time killing... A bit like Toon Link honestly, his kill power is kinda low really.

But think about it, down smash can punish spot dodge spam, since it has a lingering hit box, up smash should punish dodge rollers, if they were right up close to Sephiroth, then they could get hit rolling behind him... More likely so if you make the hit box last a few frames longer.

It's also a ledge jump punisher... Well it was before this update, that move needs it's kill power back. XD

Fair enough XD Even when I was using Sephy I found him very hard to get used to. His playstyle is actually a very unique one. No other character in Brawl plays like he does. It's very refreshing, albeit not extremely rewarding.
What do you suggest then? What moves should have good kill power, or less lag?


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Puraidou on July 25, 2011, 03:26:56 AM
Fair enough XD  Even when I was using Sephy I found him very hard to get used to.  His playstyle is actually a very unique one.  No other character in Brawl plays like he does.  It's very refreshing, albeit not extremely rewarding.
Very true, he plays like no other. But he is underpowered a bit, like previously mentioned he needs a few buffs here and there.

It's also a ledge jump punisher... Well it was before this update, that move needs it's kill power back. XD
Very true XD
That's actually one of the main things i tripped over.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: SiLeNtDo0m on July 25, 2011, 03:27:48 AM
What do you suggest then? What moves should have good kill power, or less lag?

It's rather difficult really.  I'll need to keep playing as him a lot more before I can make suggestions.  


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: _Data_Drain_ on July 25, 2011, 03:29:25 AM
It's rather difficult really.  I'll need to keep playing as him a lot more before I can make suggestions.  
Alright, sounds good to me.

Say... Are my suggestions alright? Like with Hell's Gate having a sweet spot?

Or my damage ideas I made a few pages back?


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: DivineOverlord on July 25, 2011, 03:29:53 AM
[url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=19218[/url]

He's always been there DO lol


ooooh I never saw that one XD


Hm... Although, maybe forward air doesn't need that much lag now, since his kill moves are hard to land, as it is now, he deals GREAT damage, but has a tough time killing... A bit like Toon Link honestly, his kill power is kinda low really.

But think about it, down smash can punish spot dodge spam, since it has a lingering hit box, up smash should punish dodge rollers, if they were right up close to Sephiroth, then they could get hit rolling behind him... More likely so if you make the hit box last a few frames longer.

It's also a ledge jump punisher... Well it was before this update, that move needs it's kill power back. XD
What do you suggest then? What moves should have good kill power, or less lag?


I'll upload a different version for everyone test out soon and see how it goes. ;D



edit: for hells gate, maybe the tip of the sword should be a sweet spot but it will have a hit box size of 2. just like zelda's kick in air.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Puraidou on July 25, 2011, 03:31:52 AM
I'll upload a different version for everyone test out soon and see how it goes. ;D
edit: for hells gate, maybe the tip of the sword should be a sweet spot but it will have a hit box size of 2. just like zelda's kick in air.
I like that idea, a little reward for hitting the right way. Sounds good to me.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: _Data_Drain_ on July 25, 2011, 03:32:19 AM
ooooh I never saw that one XD


I'll upload a different version for everyone test out soon and see how it goes. ;D



edit: for hells gate, maybe the tip of the sword should be a sweet spot but it will have a hit box size of 2. just like zelda's kick in air.
Nah, I was meaning on the ground, the explosion.

The closer to the center the foe is, the more kill power it has... It might not have been that way in Dissidia, but it makes sense for Brawl. Since that's where the life stream is coming out of. :P


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: xZedkiel on July 25, 2011, 03:33:08 AM
ooooh I never saw that one XD
Might make a custom Sephiroth to match my Cloud..
Everyone oddly downloaded the ones with Regular hair instead of the ones with sexy alternate hair colors.. :notimp:


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Puraidou on July 25, 2011, 03:33:53 AM
Nah, I was meaning on the ground, the explosion.

The closer to the center the foe is, the more kill power it has... It might not have been that way in Dissidia, but it makes sense for Brawl. Since that's where the life stream is coming out of. :P
I like that even more, does make sense brawl-wise. Isn't that like MK's tornado? I think that has more kill power in the center then it has at the edges.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: SiLeNtDo0m on July 25, 2011, 03:35:06 AM
Alright, sounds good to me.

Say... Are my suggestions alright? Like with Hell's Gate having a sweet spot?

Or my damage ideas I made a few pages back?

Hey, as far as I can tell you're one of the main guys contributing to all the feedback here.  Infact, you, Wolfric and Apprentice of Death are the main reasons why I haven't felt the need to give feedback here really.  You three play as Sephiroth a lot, and know him much better than I do.  The feedback you give is great, and most of the suggestions have been key to the progression of this project.  

As long as you keep doing what you're doing, you're sure to get there eventually ;)


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: DivineOverlord on July 25, 2011, 03:36:05 AM
I like that even more, does make sense brawl-wise. Isn't that like MK's tornado? I think that has more kill power in the center then it has at the edges.

hmm guess so but the hitbox near him will have to be rather small, that starts at the moment the energy bursts out and ends 3 frames later.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: _Data_Drain_ on July 25, 2011, 03:39:14 AM
Might make a custom Sephiroth to match my Cloud..
Everyone oddly downloaded the ones with Regular hair instead of the ones with sexy alternate hair colors.. :notimp:
Haaaa... People are strange with Cloud, I never would have thought AHVII Cloud would have gotten the amount it has...

If I were to download any versions of this color pack, it would be the one with the different hair colors.

Although most might have downloaded the normal hair versions, because that's how Brawl does it's pallets, very rarely changing the hair color...

I like that even more, does make sense brawl-wise. Isn't that like MK's tornado? I think that has more kill power in the center then it has at the edges.
Yeah, plus this gives the player a choice... "Do I want to wait til 145% to kill them? Or try to kill them now?"

See, there's pros and cons to this sweet spot, if the foe techs... They can punish you, however if you wait until 145%, there's less chance of punishment... So it's interesting, and gives you options.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Puraidou on July 25, 2011, 03:46:02 AM
hmm guess so but the hitbox near him will have to be rather small, that starts at the moment the energy bursts out and ends 3 frames later.
How should i imagine that? I can't really "see" that.

Yeah, plus this gives the player a choice... "Do I want to wait til 145% to kill them? Or try to kill them now?"

See, there's pros and cons to this sweet spot, if the foe techs... They can punish you, however if you wait until 145%, there's less chance of punishment... So it's interesting, and gives you options.
True and that's one of the things i like to have in there, more choices and chances to use. Makes it even more capable of combining techs and killing blows.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Tasty Pumpkin Clock on July 25, 2011, 03:49:30 AM
He seems perfectly balanced to me. I own as him. But that might be because I main as him.
If he's buffed up (which he apparently has to be) he'll almost be over powered when I use him...

If you learn how to use him he almost seems op.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: _Data_Drain_ on July 25, 2011, 03:50:33 AM
True and that's one of the things i like to have in there, more choices and chances to use. Makes it even more capable of combining techs and killing blows.
Exactly, that's how I want Sephiroth to be, hard to master, but damn powerful, and unpredictable when mastered, how I want him now... Is a character that both you, and the foe know well to combat, or play as...

This way, Sephiroth is a character with many tricks, and strategies, the foe can then see through some... But Sephiroth can quickly shift playstyles, keeping the foe on their toes.

He seems perfectly balanced to me. I own as him. But that might be because I main as him.
If he's buffed up (which he apparently has to be) he'll almost be over powered when I use him...

If you learn how to use him he almost seems op.
Although, this is true too... I'm honestly not sure what to do in some ways... So... Do you think up smash should kill again?

Like I said, I wanted some nerfs to balance this out some, like down smash, it right now kills Snake at 90%... I want that to kill Mario at 110%, since it can be dodge roll punished. Forward air from 8%, to 7%, and if spammed... It would only be 4% damage.

Neutral air having no killing power, or either that very very low kill power, like it would only start being deadly at around 270% or something.

And back air being a more situational move later on, this would finalize a weakness I wanted for him... Being vulnerable from behind...

(Every damage percent I give is based on how it would work on Mario, since he's the middle man. I'm sorta hoping that heavy characters would be a good match up for Sephiroth, since they could outlast him, since he's lightweight.)


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Puraidou on July 25, 2011, 03:52:57 AM
Exactly, that's how I want Sephiroth to be, hard to master, but damn powerful, and unpredictable when mastered, how I want him now... Is a character that both you, and the foe know well to combat, or play as...

This way, Sephiroth is a character with many tricks, and strategies, the foe can then see through some... But Sephiroth can quickly shift playstyles, keeping the foe on their toes.
Exactly like in Dissidia and such, my play-style among Balanced characters.

Hehe now i'm getting excited all over again :D
Glad i could help giving idea's nearing the end, makes me feel less hopeless trying to help XD


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: _Data_Drain_ on July 25, 2011, 04:04:03 AM
Exactly like in Dissidia and such, my play-style among Balanced characters.

Hehe now i'm getting excited all over again :D
Glad i could help giving idea's nearing the end, makes me feel less hopeless trying to help XD
Yeah... It's funny to think this is almost done... I'm actually gonna kinda miss giving feedback to this move set, I feel this was the one I could truly help out with.

I'll make sure though I give feedback on other move sets, like Tidus, I do better with someone else to help bounce ideas off of. :P


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Puraidou on July 25, 2011, 04:06:42 AM
Yeah... It's funny to think this is almost done... I'm actually gonna kinda miss giving feedback to this move set, I feel this was the one I could truly help out with.

I'll make sure though I give feedback on other move sets, like Tidus, I do better with someone else to help bounce ideas off of. :P
I'll help ya on those, kinda makes me more motivated to do stuff as well. :D


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: _Data_Drain_ on July 25, 2011, 04:33:40 AM
Alright, I revised my damage ideas, to include more things that were recently said.
Damage.

AAA, can be left alone.

Side tilt, 13% if all hits hit.

Down tilt, I'd say leave it as is.

Up tilt, same.

Dash attack, maybe 7%.

Side smash, no sweetspot at the tip, 8% or 9%, kills Mario at 155% and charges like normal, no new attack for the full charge smash attack, it just gets as powerful as a normal full charge smash gets... But... After an up taunt, it becomes Octoslash, after swapping the up taunt to side taunt, and making the wing taunt turn on and off the wing, the new up taunt should be a charging taunt, he charges for about 3 seconds, or 3 in a half, just a bit less then SDo0m's Cloud's... After the charge, he can do Octoslash, this would have 5 slashes, if the first hit misses though... Well, think of his side tilt, but less lag.

If it hits, it should do about what it does now, maybe just a bit more, and be so fast slashing, the foe can't get out, and on the fifth slash, any part of the blade would kill at about 110%. The reason behind this, is to give the Final Fantasy series it's own gimmick, like how all Fire Emblem characters have a counter. Something like this idea can also be done for Tidus, and Diabolos.

Up smash, leave it be damage wise, however knock back wise, it should kill Mario at 120%, the hit box... Maybe should stay out a bit longer? This way it can be a dodge roll punishing kill move, since Sephiroth will be vulnerable from behind... I want this to be a bit of a mind game kill move, make the foe SO sure they can get behind him... Then BAM! Killed by up smash. :P

Also, the animation needs editing, so the sword is right in front of him when the move starts, part of it's problem is the odd hitbox it has...

Down smash, 16%, and should be able to kill Mario at 110%, nerf the hit box range downward, but otherwise leave it as is, it makes a good spot dodge punishing kill move. And edge guard kill move.

Forward air, no sweet spot damage, just strictly 6%, or 7% for all parts of the blade, this way if spammed, it would only do 3% or 4% damage, thanks to stale moves.

Neutral air, no tipped sweet spot, and little kill power, 11% damage if both hits hit.

Up air, 17% damage if all hits hit.

Down air, leave the damage as is, however, there should be a sweet spot right at the center... The knock back should kill Mario un-sweet spotted at 145%. But at the center, 115%.

Back air... We'll wait until the actual attack has been made, if it's like I want it, slow, but has a lot of knock back... 16%.

Neutral B ground, uncharged, 6%, level two, 11% damage, level three, 22%. It also needs to not be canceled if it hits a foe's attack... It should go through the foe's attacks. However knock back wise, leave it as is, level three is hard as heck to hit with anyway.

Neutral B air, 37%, with no kill power at all, it shouldn't even be able to kill Jigglypuff at 999% damage. :P Also, it should allow A moves to be used after it's used, but no B button moves, Hollow did this coding for side and down B air before, so it's possible.

Side B ground, leave it as is, but adjust the hit box to make it more reliable.

Side B air, it can at the moment deal 18% if all hits hit... But I'd say leave it be, because not all hits are gonna likely hit, plus the move is unsafe to spam. It makes a good cross up move.

Up B, maybe 10%? And no sweet spot, it should be able to kill Mario at 140%, it should also have a tad bit more start up perhaps... It's up to you though.

Down B ground, level one charge, leave it be, level two, it can deal 18%... Perhaps 15%? Level three, at the moment can deal 32%, this should be 30%, I take back what I said about it earlier, since it can be DI'd out of, it's only broken in a stage with a ceiling. But it's still avoidable.

Down B air, give the third hit more knock back, and if possible, make the hits come out faster. Or more hit stun, so the foe doesn't shield out of it even if it hits them.

Final smash... Well, there should be for now only one, this would save file space... It should be Hollow's final smash, since it looks the best out of the two, also, it should deal really high damage, but not kill in one hit... I'd say it could deal 150% damage, but not kill.

Anyway, I hope this is good. XD


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Tasty Pumpkin Clock on July 25, 2011, 04:40:39 AM
Yes! DO use that as a guide! ^
So looking forward to Octaslash btw.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Puraidou on July 25, 2011, 05:16:12 AM
Alright, I revised my damage ideas, to include more things that were recently said.
Damage.

AAA, can be left alone.

Side tilt, 13% if all hits hit.

Down tilt, I'd say leave it as is.

Up tilt, same.

Dash attack, maybe 7%.

Side smash, uncharged, 8% or 9%, full charge... Wolfric's idea, after swapping the up taunt to side taunt, and making the wing taunt turn on and off the wing, the new up taunt should be a charging taunt, he charges for about 3 seconds, or 3 in a half, just a bit less then SDo0m's Cloud's... After the charge, he can do Octoslash, this would have 5 slashes, if the first hit misses though... Well, think of his side tilt, but less lag.

If it hits, it should do about what it does now, maybe just a bit more, and be so fast slashing, the foe can't get out, and on the fifth slash, any part of the blade would kill at about 110%. The reason behind this, is to give the Final Fantasy series it's own gimmick, like how all Fire Emblem characters have a counter. Something like this idea can also be done for Tidus.

Up smash, leave it be damage wise, however knock back wise, it should kill Mario at 120%, the hit box... Maybe should stay out a bit longer? This way it can be a dodge roll punishing kill move, since Sephiroth will be vulnerable from behind... I want this to be a bit of a mind game kill move, make the foe SO sure they can get behind him... Then BAM! Killed by up smash. :P

Down smash, 16%, and should be able to kill Mario at 110%, nerf the hit box range downward, but otherwise leave it as is, it makes a good spot dodge punishing kill move. And edge guard kill move.

Forward air, no sweet spot damage, just strictly 6%, or 7% for all parts of the blade, this way if spammed, it would only do 3% or 4% damage, thanks to stale moves.

Neutral air, no tipped sweet spot, and little kill power, 9% damage if both hits hit.

Up air, 17% damage if all hits hit.

Down air, leave the damage as is, however the knock back should kill Mario un-sweet spotted at 145%, or more. But at the center, 110%

Back air... We'll wait until the actual attack has been made, if it's like I want it... 16%.

Neutral B ground, uncharged, 6%, level two, 11% damage, level three, 22%

Neutral B air, 37%, with no kill power at all, it shouldn't even be able to kill Jigglypuff at 999% damage. :P

Side B ground, leave it as is, but adjust the hit box to make it more reliable.

Side B air, it can at the moment deal 18% if all hits hit... But I'd say leave it be, because not all hits are gonna likely hit, plus the move is unsafe to spam.

Up B, maybe 10%? And no sweet spot, it should be able to kill Mario at 140%.

Down B ground, level one charge, leave it be, level two, it can deal 18%... Perhaps 15%? Level three, at the moment can deal 32%! This should be nerfed to something like... 25%? Since it can be DI'd out of, and doesn't kill.

Down B air, leave it alone.

Final smash... Well, there should be for now only one, this would save file space... It should be Hollow's final smash, since it looks the best out of the two, also, it should deal really high damage, but not kill in one hit... I'd say it could deal 150% damage, but not kill.

Anyway, I hope this is good. XD
I completely approve this idea entirely! Just 1 thing about the FS, does it last long enough so people can dodge or is it longer so people will get hit no matter what dodge they use?


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: _Data_Drain_ on July 25, 2011, 05:22:08 AM
I completely approve this idea entirely! Just 1 thing about the FS, does it last long enough so people can dodge or is it longer so people will get hit no matter what dodge they use?
Well, the way it is now, it seems like it depends on the stage... So on say... FD, it will be avoidable, but in Skyworld... Unavoidable.

Plus the timing is strict even when you can dodge.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Tasty Pumpkin Clock on July 25, 2011, 05:30:32 AM
It should have a little more time to dodge. It's like... impossible right now.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: _Data_Drain_ on July 25, 2011, 05:38:51 AM
Hm... Yeah, it could be 1 frame or so, or 3.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Puraidou on July 25, 2011, 05:40:15 AM
Hm... Yeah, it could be 1 frame or so, or 3.
Depending on how many frames it is right now i presume?

It should have a little more time to dodge. It's like... impossible right now.
Depends, timing is everything in dodging FS'


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: _Data_Drain_ on July 25, 2011, 05:45:29 AM
Depending on how many frames it is right now i presume?
Yeah.
Depends, timing is everything in dodging FS'
This is also true, we wouldn't want it to be useless, but then again, we wouldn't want it too broken either... *coughSuperSoniccough*

Maybe it could have no hit lag at all somehow? Hopefully this would make it avoidable on all stages, rather then neutral stages only.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Puraidou on July 25, 2011, 05:49:20 AM
Maybe it could have no hit lag at all somehow? Hopefully this would make it avoidable on all stages, rather then neutral stages only.
True but look at Marth's FS, if it hits a box for example it's lagged so even if someone dodges they will most likely be hit anyway. I've had it happen to my friends once when i was Marth, good fun that was ;D

But i can see your point, though a hit lag wouldn't be too bad in my opinion.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: _Data_Drain_ on July 25, 2011, 06:00:51 AM
True but look at Marth's FS, if it hits a box for example it's lagged so even if someone dodges they will most likely be hit anyway. I've had it happen to my friends once when i was Marth, good fun that was ;D

But i can see your point, though a hit lag wouldn't be too bad in my opinion.

What I mean though is, with the hit lag, it takes it's time to destroy all of Skyworld, and have too much hit box time to spot dodge... It's impossible... If this could be prevented, I would love that...


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Puraidou on July 25, 2011, 06:04:14 AM
What I mean though is, with the hit lag, it takes it's time to destroy all of Skyworld, and have too much hit box time to spot dodge... It's impossible... If this could be prevented, I would love that...
True, it hits those platforms multiple times right?


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: _Data_Drain_ on July 25, 2011, 06:30:51 AM
True, it hits those platforms multiple times right?
Nah, it's just the fact that it has a lot of hit lag on that stage... I think. It might be destroying all of the parts one at a time really fast. Either way though, it's close to impossible to avoid on that stage, and GHZ, and most likely SMI, any stage with destroyable parts would likely trigger this flaw it has at the moment.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Puraidou on July 25, 2011, 06:35:00 AM
Nah, it's just the fact that it has a lot of hit lag on that stage... I think. It might be destroying all of the parts one at a time really fast. Either way though, it's close to impossible to avoid on that stage, and GHZ, and most likely SMI, any stage with destroyable parts would likely trigger this flaw it has at the moment.
Oh i can see your point, it would be undodgeable on those stages, but to me it would be fun. Seeing someone dodge so nicely only to get killed by the major hitlag, makes me wanna laugh out loud. It's a [censored] if it's against you but it's a laugh when it's yours XD


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Albafika on July 25, 2011, 07:12:17 AM
SDo0m's Cloud is a bit OP, indeed. Doesn't takes much to notice.

I'm still looking forward to Octaslash, too. XD


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Puraidou on July 25, 2011, 07:16:07 AM
SDo0m's Cloud is a bit OP, indeed. Doesn't takes much to notice.
Still beatable with normal Ganon though xD But he is a bit OP yeah.

I'm still looking forward to Octaslash, too. XD
Indeed :D
And read ya PM boi


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Ultraxwing on July 25, 2011, 07:17:39 AM
Maybe Balance Cloud with Sdo0m's Permission?


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Puraidou on July 25, 2011, 07:21:29 AM
Maybe Balance Cloud with Sdo0m's Permission?
That's up to sDo0m, this is purely focused on Seph first. Hell, if i know where the damages and kb are i could try and edit it. Even though i know nothing of PSA xD


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Albafika on July 25, 2011, 07:22:40 AM
Still beatable with normal Ganon though xD But he is a bit OP yeah.
It's a whole diferent story when you fight an actual person, though. XD

Indeed :D
And read ya PM boi
D:1/gunr

Maybe Balance Cloud with Sdo0m's Permission?
I'm sure he'll do the tweaks himself when he decides to update it. :3

Ninja'ed. <_<


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Puraidou on July 25, 2011, 07:25:09 AM
It's a whole diferent story when you fight an actual person, though. XD
I beat my little bro who mains Cloud now, 5 stock game, had 3 left XD and he and i are evenly matched with Cloud and Seph. He's just crap VS my Ganon xD

D:1/gunr
No one gets that except those who have those emotes XD


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: _Data_Drain_ on July 25, 2011, 07:27:32 AM
I'm sure he'll do the tweaks himself when he decides to update it. :3
Yeah, I hope SDo0m does some fixes... Mainly up and down smashes... They seem a bit too good to me... They should be sword slashes... But enough about Cloud, that will come later from SDo0m... Maybe. :P

But yeah, I think that list I made would be a huge step to the final version, like... Only animations would remain.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Albafika on July 25, 2011, 07:29:36 AM
Yeah, I hope SDo0m does some fixes... Mainly up and down smashes... They seem a bit too good to me... They should be sword slashes... But enough about Cloud, that will come later from SDo0m... Maybe. :P

But yeah, I think that list I made would be a huge step to the final version, like... Only animations would remain.
And Octaslash. <_>


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Puraidou on July 25, 2011, 07:30:22 AM
And Octaslash. <_>
Seconded xD


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: _Data_Drain_ on July 25, 2011, 07:34:30 AM
Seconded xD
Octoslash was mentioned in that list I made on the last page. :P


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Puraidou on July 25, 2011, 07:35:28 AM
Octoslash was mentioned in that list I made on the last page. :P
Oh seriously? I forgot XD


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: _Data_Drain_ on July 25, 2011, 07:38:50 AM

Side smash, 8% or 9%, and charges like normal, no new attack for the full charge smash attack, it just gets as powerful as a normal full charge smash gets... But... After an up taunt, it becomes Octoslash, after swapping the up taunt to side taunt, and making the wing taunt turn on and off the wing, the new up taunt should be a charging taunt, he charges for about 3 seconds, or 3 in a half, just a bit less then SDo0m's Cloud's... After the charge, he can do Octoslash, this would have 5 slashes, if the first hit misses though... Well, think of his side tilt, but less lag.

If it hits, it should do about what it does now, maybe just a bit more, and be so fast slashing, the foe can't get out, and on the fifth slash, any part of the blade would kill at about 110%. The reason behind this, is to give the Final Fantasy series it's own gimmick, like how all Fire Emblem characters have a counter. Something like this idea can also be done for Tidus.
*Demoman style* SEE?

I did mention it in that feedback on the last page.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Puraidou on July 25, 2011, 07:47:41 AM
*Demoman style* SEE?
I did mention it in that feedback on the last page.
SORRY! XD


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Hackingstar on July 25, 2011, 09:16:39 AM
woah. what'd i miss? what's this i hear about the octaslash change?


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: _Data_Drain_ on July 25, 2011, 09:18:50 AM
woah. what'd i miss? what's this i hear about the octaslash change?
Read back a few pages, it's listed in my list of changes to be made.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Hackingstar on July 25, 2011, 09:20:29 AM
AWESOME. XD


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Puraidou on July 26, 2011, 01:10:26 AM
I wonder when Hollow will be able to implement the final changes, i want this Sephy to be done so i can have it! :P
And maybe be collabed ;_;


...

XD


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: _Data_Drain_ on July 26, 2011, 08:11:06 AM
Indeed, all he needs is, the things I listed, and some animation fixes... After that? He's finished at long last. :P

I also added one more detail to that list.
http://forums.kc-mm.com/index.php?topic=20198.msg602491#msg602491
The fact that the fire pillars, and meteor can be canceled out by the foe's attack... That shouldn't happen, those attacks need to go through the foe's attacks... This can also be a flaw as well, since Falco's lasers would hit through them too, but that's fine. :P


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Tasty Pumpkin Clock on July 26, 2011, 11:59:47 AM
So... who's doing what now... exactly?


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: _Data_Drain_ on July 26, 2011, 02:11:58 PM
Well, either DO or Hollow will do the finishing touches.

And Tormod may later fix all the animations, after that, he's pretty much done...

I think for now though, Hollow needs to ask for the back throw Tormod made, and fix it up as needed.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Hackingstar on July 26, 2011, 04:08:07 PM
Did anyone else notice that the teleport glitch happens after sephiroth recovers from hanging on to a cliff?


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: _Data_Drain_ on July 26, 2011, 04:38:12 PM
Did anyone else notice that the teleport glitch happens after sephiroth recovers from hanging on to a cliff?
*Sigh* Yeah, but I don't think that's fixable as of yet...


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: DivineOverlord on July 26, 2011, 05:42:41 PM
Well, either DO or Hollow will do the finishing touches.

And Tormod may later fix all the animations, after that, he's pretty much done...

I think for now though, Hollow needs to ask for the back throw Tormod made, and fix it up as needed.

I would but I'm more interested on my current projects (Diablo and Tidus) XD, so its gonna have to be up to Hollow or Tormod....and all the animations do not need to be fixed only a few of them do.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Tasty Pumpkin Clock on July 26, 2011, 05:47:44 PM
Fair enough. You've done a lot.

Alright Hollow you're up!


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Hackingstar on July 26, 2011, 05:56:46 PM
and Tormod...just sayin' yo XD


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: MandoWolfe on July 26, 2011, 08:20:32 PM
hey so were you gonna be able to upload some the ones i wanted awhile back? sorry to sound like if im bugging. i know your busy. im just wondering.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Puraidou on July 27, 2011, 02:00:10 AM
hey so were you gonna be able to upload some the ones i wanted awhile back? sorry to sound like if im bugging. i know your busy. im just wondering.
Like it's said before, DO will upload ALL the versions at the same time. Be a bit more patient, it'll come soon.. (If Hollow shows up that is >.>)


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Tasty Pumpkin Clock on July 27, 2011, 08:36:22 AM
...that... does he know it's his turn?


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Puraidou on July 27, 2011, 08:39:53 AM
...that... does he know it's his turn?
It's been said multiple times now, if he reads this he should know by now. If not, then i suggest someone PM's him to this exact post and i'll state it here:



Hollow, it's YOUR turn to finish this up! >:(



There :D
Now no more begging k?


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Albafika on July 27, 2011, 08:40:30 AM
Uhm, guys, please, stop asking for it, it'll happen when it happens. None of 'em is forced to keep updating, just wait 'til one of 'em feels like it again.

Now, let's change the Begging subject for another one.
(http://art1.server01.sheezyart.com/preview/111/1114862.jpg)


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Puraidou on July 27, 2011, 08:43:33 AM
Uhm, guys, please, stop asking for it, it'll happen when it happens. None of 'em is forced to keep updating, just wait 'til one of 'em feels like it again.

Now, let's change the Begging subject for another one.
([url]http://art1.server01.sheezyart.com/preview/111/1114862.jpg[/url])
I had that for an avatar before, you're slow! XD


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Albafika on July 27, 2011, 08:45:09 AM
I had that for an avatar before, you're slow! XD
D:1/gunr


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Puraidou on July 27, 2011, 08:46:54 AM
D:1/gunr
D: /gunr !2   /boom

MSN EMOTICON FIGHT WITHOUT MSN EMOTICONS! XD


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Albafika on July 27, 2011, 09:03:08 AM
D: /gunr !2   /boom
D:1/gunr!2        !!!3

Fun as hell XD


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Tasty Pumpkin Clock on July 27, 2011, 09:04:10 AM
Uhm, guys, please, stop asking for it, it'll happen when it happens. None of 'em is forced to keep updating, just wait 'til one of 'em feels like it again.

You misunderstand, I don't care when he does it. I just want to know if he is.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: _Data_Drain_ on July 27, 2011, 09:27:06 AM
You misunderstand, I don't care when he does it. I just want to know if he is.

Yeah, I mean... This is the final stretch of the project. That should be motivation for Hollow to finish Sephiroth.

As long as he follows my feedback exactly as I said, this should be the end of balancing even. All that would be needed are animation fixes.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Tasty Pumpkin Clock on July 27, 2011, 09:28:20 AM
Mhm yeah. It should be done rather quickly... since there isn't really much to do.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Hollow on July 27, 2011, 02:09:53 PM
Pfffffffft.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Hackingstar on July 27, 2011, 02:38:52 PM
/\
|
?...someone's grumpy.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: _Data_Drain_ on July 27, 2011, 02:52:37 PM
Pfffffffft.

Oh come on, these are the last changes needed honestly.
http://forums.kc-mm.com/index.php?topic=20198.msg602491#msg602491
These changes should do it.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Puraidou on July 27, 2011, 03:01:12 PM
Pfffffffft.
Someone had a bad night.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Hackingstar on July 27, 2011, 03:02:01 PM
what's wrong Hollow?


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Hollow on July 27, 2011, 03:11:22 PM
Nothing's wrong. Just waiting for my [censored] 8GB SD card that was supposed to come 2 weeks ago. Stupid UPS.

Sorry if I seem bad-tempered, but I need the card in order to use the USB Loader, which has been taking up a channel space for a month now.

I'll fix up Sephy. Sorry I haven't been on at all lately.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: SiLeNtDo0m on July 27, 2011, 03:19:40 PM
No probs Hollow ;)  Oh btw guys, I'll make a special animation for you for Sephy.  Out of pure boredom XD  You'll see what it is when I do it.  It won't be anything particularly useful, just for humour


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Puraidou on July 27, 2011, 03:23:29 PM
@hollow: that sucks.. Did you call them?
sdoom: tell me it's kefka's run! XD


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Hackingstar on July 27, 2011, 03:28:37 PM
/\
i second guess this (kefka's run)


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: _Data_Drain_ on July 27, 2011, 04:11:11 PM
...SDo0m, is it "I bring you dis pear"? You know, that secret taunt idea I had. XD

And Hollow... I'm sorry. :(

I didn't know that... I hope your SD card gets there...


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: SiLeNtDo0m on July 27, 2011, 04:17:24 PM
Well it was gonna be the Kefka run as Pride and Hackingstar correctly said, but it'll be actually a lot harder than I thought XD


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: _Data_Drain_ on July 27, 2011, 04:23:49 PM
Well it was gonna be the Kefka run as Pride and Hackingstar correctly said, but it'll be actually a lot harder than I thought XD
Well... How about that taunt idea I had? He pulls out a pear (like how Cloud pulls out a pineapple)... And once the voice pack is updated... He can say, "I bring you dis pear."

...

What? It would be funny. XD


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: SiLeNtDo0m on July 27, 2011, 04:30:59 PM
Well... How about that taunt idea I had? He pulls out a pear (like how Cloud pulls out a pineapple)... And once the voice pack is updated... He can say, "I bring you dis pear."

...

What? It would be funny. XD

Unfortunately, it wouldn't be possible.  Only because Sephiroth has no graphic effect models left for me to replace :( 


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: _Data_Drain_ on July 27, 2011, 04:33:39 PM
Unfortunately, it wouldn't be possible.  Only because Sephiroth has no graphic effect models left for me to replace :( 
Hm... Darn... So even the meteor's fire isn't a normal fire GFX still?

Aw man... *Sigh* Oh well... I guess it would have been a bit too minor of a thing anyway...


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: DivineOverlord on July 27, 2011, 04:58:04 PM
Hm... Darn... So even the meteor's fire isn't a normal fire GFX still?

Aw man... *Sigh* Oh well... I guess it would have been a bit too minor of a thing anyway...

I replace marth external graphic of his counter light gfx with fire. it has no models. Sephy has no available models for anything.

The only three are taken which are:
1. black materia
2. wings
3. meteor


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: _Data_Drain_ on July 27, 2011, 05:04:38 PM
I replace marth external graphic of his counter light gfx with fire. it has no models. Sephy has no available models for anything.

The only three are taken which are:
1. black materia
2. wings
3. meteor
Ohhh... My mistake.

Sorry about that. ^_^;

Never mind that idea then, he can be without fruit. XD


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: DivineOverlord on July 27, 2011, 05:08:16 PM
Ohhh... My mistake.

Sorry about that. ^_^;

Never mind that idea then, he can be without fruit. XD
haha unlessss we take out the black materia XD but idk I like the black materia lol


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: _Data_Drain_ on July 27, 2011, 05:12:13 PM
haha unlessss we take out the black materia XD but idk I like the black materia lol
Yeah, same here, a pear wouldn't be worth getting rid of the Black Materia for. :P

That's a much needed part of him... Where as the pear would be only good for a taunt. So yeah. The pear's not needed. XD


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Hackingstar on July 27, 2011, 05:44:09 PM
lot of random discussion here. XD


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Albafika on July 27, 2011, 09:44:52 PM
(http://images.ados.fr/photo/hd/4487062448/chibi/chibi-sephiroth-kadaj-1436538819.jpg)
Discuss.

lot of random discussion here. XD
Random discussion? Where?


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Hackingstar on July 27, 2011, 10:08:40 PM
"I bring you dis pear"


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Tormod on July 27, 2011, 10:30:02 PM
I'm back! And I have some animations to add. There is more stuff I wanted to do with this, but it's good now and I'm working on other stuff so that would be a distant minor update after the final is released. Anyways, I got Hollow's request, I've added:

WalkSlow
WalkMiddle
WalkFast
Turn
EscapeF (faces the right direction at the end now)
Catch (Doesn't lift leg, and goes back to Divine's Wait animation)
ThrowB that Data asked for (Slowed down almost 50% the original speed)

Catch and ThrowB are not where I want them to eventually be, but they're improved nonetheless.

I just have to test them real quick and then add all but the last two to the right handed version.

And give Hollow some space, it's better not to rush these things ;)


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Albafika on July 27, 2011, 10:30:57 PM
Amazing, Tormod, amazing. ;)

I was actually expecting a post of you saying you were uninspired when I saw you posted... Never had I thought it was this. XD


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Hackingstar on July 27, 2011, 11:00:21 PM
*captain falcon* YES!


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Tormod on July 28, 2011, 12:09:44 AM
It's updated, I didn't include the back throw for now, it needs some PSA modification to work right so I just gave it to Hollow to add when he updates that part.

Amazing, Tormod, amazing. ;)

I was actually expecting a post of you saying you were uninspired when I saw you posted... Never had I thought it was this. XD
Definitely not uninspired!, just busy. And also inspired on other projects, which takes time away from this.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Tasty Pumpkin Clock on July 28, 2011, 12:43:44 AM
New animations are fantastic! Thank you!
Except back throw... it's really just the same animation.
Forward and back throw need new animations...


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Tormod on July 28, 2011, 01:03:34 AM
New animations are fantastic! Thank you!
Except back throw... it's really just the same animation.
Forward and back throw need new animations...
Glad you like it! I didn't include the back throw yet, I tested it but the collision came in at the wrong time, and the wait animation puts him facing the wrong direction. I gave it to Hollow, I figured if he is going to modify the PSA anyways, there is no point in me changing one little thing in all 24 FitMarth files.


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: _Data_Drain_ on July 28, 2011, 05:14:01 AM
Hm, while this is a small update, it does a great job improving him aesthetically.

It's a good update. :)


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Puraidou on July 28, 2011, 05:28:09 AM
I'm gonna test this when i'm back home, seeing that Tormod added more animations makes me wanna record it to. I might record it today, depends on how much motivation i have to finish the Midna recolors xD


I got way too much to do.. ._.'


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Hackingstar on July 28, 2011, 06:30:13 PM
man...i won't be able to test this out until next tuesday (August 2nd)  :(


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: lightning29 on July 28, 2011, 06:46:32 PM
do i just re-download sephiroth from brawl vault for the new animations or what?


Title: Re: KH2/FF7/DIS Sephiroth V4.2 - New stuff and Now includes Left and Right Hand ver.
Post by: Hackingstar on July 28, 2011, 06:47:27 PM
yeah the updates are on the vault.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: DivineOverlord on July 29, 2011, 02:55:20 AM
FF8: Diablos V1 Beta added to the same topic post as Sephiroth. XD just don't feel like making a whole new post lol


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: BlueBrain on July 29, 2011, 06:40:49 AM
(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110728_0408binout.jpg)

looks like he's dancing flamenco (a spanish dance) xDDD


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: lightning29 on July 29, 2011, 07:47:51 AM
anyone know why diablos froze the game? it was before DO released the beta i only had the vertex and it froze


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Aafyre on July 29, 2011, 09:01:59 AM
I don't know if anyone has said this yet, but I'm using the latest Right-handed regular power Sephiroth, and for one frame in his slow walk (I think.) he gets completely flat.

And lol at making a PSA for a guy who only ever does one move. Do you think there's anything you could do to make him turn into a bunch of bats or something? That seems pretty unlikely.

As far as Diablos freezing, which version are you using? I updated his vault a couple days ago but I never even tested his online version. I wouldn't think anything would be screwed up since all I did to that one was re-enable his cape bones.

Speaking of which, your PSA comes with the outdated Diabolos vertex. Next time you update, you might want to include the latest version instead. I wouldn't bother updating just for that though, since I didn't really change that much anyways.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Albafika on July 29, 2011, 09:05:47 AM
And lol at making a PSA for a guy who only ever does one move. Do you think there's anything you could do to make him turn into a bunch of bats or something? That seems pretty unlikely.

As far as Diablos freezing, which version are you using? I updated his vault a couple days ago but I never even tested his online version. I wouldn't think anything would be screwed up since all I did to that one was re-enable his cape bones.
I've yet to try it, but you've got to admit, this looks like a pretty original and funny moveset. xD


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: _Data_Drain_ on July 29, 2011, 09:11:30 AM
Alright, it's about time I reviewed this Diablos move set...

DO? This is a good start, he's actually already somewhat balanced. So your work with Sephiroth has done you good for later move sets. :P

But, there are flaws, but also good things... I'll list both here. By the way, I'm reviewing the weak version, so all damage is based around the weak version.

A: Could use... More damage? It only does about 5% right now... I'd say something more like 12% would work, since it's slow, and easy to punish... Although randomly it does more damage to a crouching Kirby? It does 9% when he's crouching, but not when he's standing.

Side tilt: Not bad, it's a nice "get out my face" move. :P

Down tilt: A little odd... The animation could be a bit quicker, it seems like it was made to be a combo move, but has too much end lag to do so... Maybe it could use more start up lag, and less end lag to even it out?

Up tilt: I love this move, it's a nice anti air move.

Side smash: It has start up, and end lag. And at max range, it's weak, so it's mostly good in close range combat... Not too bad, the damage is a bit high, but as I said, it's laggy, plus... On a funny note, if Kirby's crouching when he does this move, it only does 5%, and doesn't knock him back much. And if Diablos does it wrong... Kirby can run through it, and hit him. :P

Down smash: Hm... I like this idea, however, if both hits hit... It does a whopping 28%! That should be down toned a bit... I'd say 24%, since it's hard to land this... But it IS possible though if a foe rolls behind you, so 24% is a nice reward for landing it. Although as I said, it is a bit hard to land both hits, your foe has to be close to you, otherwise you leave yourself open.

Up smash: It's damage is too high for my liking 19% is high for a move that fast, with that much upward range... Now, I will say something interesting you did... You made it able to... DACUS! I'm not kidding, you can slide across the battlefield with it, on a GC controller, hit C-Stick down while running, while almost at the same time, hit up on the joy stick. And Z button at the same time... If done right, he slides a bit with up smash, it's easier to use then VJ's as well, it's more like Snake's. So either A: lower the damage, or B: make it have more end lag. It would balance out either way.

And let me tell you, that DACUS is good, you can chase foes who are in the air with it. :P

So with a bit of balancing, it gets my seal of approval.

The dash attack: don't change it, that's how the DACUS is made, plus it's a nice set up move for up tilt, and the DACUS itself. The only thing at all is, it does more damage then the tilts, maybe make it 10% or something, but do not change anything else about it.

Note: I won't be stating any of the moves that are still Ganon's, however forward air could work a bit like Sonic's, but maybe more start up lag, with a bit more kill power... And looking cooler. :P

Down air: I like this one actually, at first I thought it was overpowered, but the 20% only comes from a sweet spot, so it's fine with me as it is.

Neutral B: Now this one... I wonder about it's balance... On one hand, it takes awhile to charge, but, you can move about during the charge, and even when you're hit out of the charge, you keep whatever level of charge you had... And the move itself is quick, has a lot of range, and can deal 45%! The only thing is, it has no kill power at all. This could work out though, it just needs a few things...

One, I'm not sure he should really be able to move during the charge. Two, maybe if he's hit out of the charge, it should cancel all charging he's done, although you should still be able to let go of it, and keep what you had. This gives you a choice, "do I keep going? Or should a keep what I have, and at least deal good damage?"

See what I mean? The level one charge should do about 15%, the level two should do 20% and the final charge should do 35% or maybe leave that charge as is, since it would be hard to GET the final charge with these changes, but worth it.

Final smash: A little GFX heavy, but pretty nice looking. :P

And you can dodge it, if he uses it close to you, run behind him, if he uses it off stage, run away from him, so it's balanced for a final smash.

Final verdict? It needs a bit of work, like some animations, like the run, the wings flap a little fast, he needs to put some force into his wing flaps. And the balance needs a bit of work. But it's a great start. I look forward to the next version. :)

Edit:
On a strange note... This also kinda works for KTH's Melee Ganon? When I saw the game randomly select him as a CPU with this move set... I was like, "dude... This looks a bit like OoT Ganon!"

So yeah... Have a look for yourself. :P


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: DivineOverlord on July 29, 2011, 12:13:42 PM
OoT Ganon? hmmm maybe I should do that next XD


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Hackingstar on July 29, 2011, 12:23:25 PM
hmm...AWESOME.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: _Data_Drain_ on July 29, 2011, 12:24:16 PM
See what I mean though? (There are quite a few images in here...)
(http://i956.photobucket.com/albums/ae41/_Data_Drain_/al_110729_1352binout.jpg)
(http://i956.photobucket.com/albums/ae41/_Data_Drain_/al_110729_13521binout.jpg)
(http://i956.photobucket.com/albums/ae41/_Data_Drain_/al_110729_1401binout.jpg)
(http://i956.photobucket.com/albums/ae41/_Data_Drain_/al_110729_1402binout.jpg)
(http://i956.photobucket.com/albums/ae41/_Data_Drain_/al_110729_1349binout.jpg)
(http://i956.photobucket.com/albums/ae41/_Data_Drain_/al_110729_13491binout.jpg)
(http://i956.photobucket.com/albums/ae41/_Data_Drain_/al_110729_1350binout.jpg)
(http://i956.photobucket.com/albums/ae41/_Data_Drain_/al_110729_1351binout.jpg)
(http://i956.photobucket.com/albums/ae41/_Data_Drain_/al_110729_13522binout.jpg)
(http://i956.photobucket.com/albums/ae41/_Data_Drain_/al_110729_1353binout.jpg)
(http://i956.photobucket.com/albums/ae41/_Data_Drain_/al_110729_1357binout.jpg)
(http://i956.photobucket.com/albums/ae41/_Data_Drain_/al_110729_13571binout.jpg)

Though... There are a few moves that are kinda funny with him. :P
(http://i956.photobucket.com/albums/ae41/_Data_Drain_/al_110729_13531binout.jpg)
(http://i956.photobucket.com/albums/ae41/_Data_Drain_/al_110729_1400binout.jpg)
(http://i956.photobucket.com/albums/ae41/_Data_Drain_/al_110729_14001binout.jpg)
But yeah, he for the most part fits OoT Ganon...

By the way, what did you think of my feedback?

Edit:
I just got a good idea for the OP version... Is it possible... To make it so every time he loses a stock, he can use his final smash? That would make a good boss type tactic.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: xZedkiel on July 29, 2011, 05:10:40 PM

I just got a good idea for the OP version... Is it possible... To make it so every time he loses a stock, he can use his final smash? That would make a good boss type tactic.
Would be good, but if three die from one final smash, then the other three coming back with FS ready would freeze the game.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: _Data_Drain_ on July 29, 2011, 06:21:07 PM
Would be good, but if three die from one final smash, then the other three coming back with FS ready would freeze the game.
Erk... That's true. ._.

Oh well... It was just an idea, I kinda wanted to have a single player boss... I wasn't thinking of a free for all... Hmm... Unless it's an alternate version of the broken one?


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: ThyLASA on July 29, 2011, 06:21:30 PM
Dont want to sound like a fan boy but do you plan on making a Kain Highwind moveset


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Albafika on July 29, 2011, 06:31:53 PM
Dont want to sound like a fan boy but do you plan on making a Kain Highwind moveset
<_< >_> I'd love that, he's my favorite FF character of all time.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Tasty Pumpkin Clock on July 29, 2011, 06:57:33 PM
YES. That.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: DivineOverlord on July 29, 2011, 07:43:17 PM
See what I mean though? (There are quite a few images in here...)
([url]http://i956.photobucket.com/albums/ae41/_Data_Drain_/al_110729_1352binout.jpg[/url])
([url]http://i956.photobucket.com/albums/ae41/_Data_Drain_/al_110729_13521binout.jpg[/url])
([url]http://i956.photobucket.com/albums/ae41/_Data_Drain_/al_110729_1401binout.jpg[/url])
([url]http://i956.photobucket.com/albums/ae41/_Data_Drain_/al_110729_1402binout.jpg[/url])
([url]http://i956.photobucket.com/albums/ae41/_Data_Drain_/al_110729_1349binout.jpg[/url])
([url]http://i956.photobucket.com/albums/ae41/_Data_Drain_/al_110729_13491binout.jpg[/url])
([url]http://i956.photobucket.com/albums/ae41/_Data_Drain_/al_110729_1350binout.jpg[/url])
([url]http://i956.photobucket.com/albums/ae41/_Data_Drain_/al_110729_1351binout.jpg[/url])
([url]http://i956.photobucket.com/albums/ae41/_Data_Drain_/al_110729_13522binout.jpg[/url])
([url]http://i956.photobucket.com/albums/ae41/_Data_Drain_/al_110729_1353binout.jpg[/url])
([url]http://i956.photobucket.com/albums/ae41/_Data_Drain_/al_110729_1357binout.jpg[/url])
([url]http://i956.photobucket.com/albums/ae41/_Data_Drain_/al_110729_13571binout.jpg[/url])

Though... There are a few moves that are kinda funny with him. :P
([url]http://i956.photobucket.com/albums/ae41/_Data_Drain_/al_110729_13531binout.jpg[/url])
([url]http://i956.photobucket.com/albums/ae41/_Data_Drain_/al_110729_1400binout.jpg[/url])
([url]http://i956.photobucket.com/albums/ae41/_Data_Drain_/al_110729_14001binout.jpg[/url])
But yeah, he for the most part fits OoT Ganon...

By the way, what did you think of my feedback?

Edit:
I just got a good idea for the OP version... Is it possible... To make it so every time he loses a stock, he can use his final smash? That would make a good boss type tactic.


feedback seems good so far and I think I will add in OoT Ganon to my projects in progress since I already have most animations done from past PSAs' i did all it needs is OoT style touch ups.

Dont want to sound like a fan boy but do you plan on making a Kain Highwind moveset


LOL its starting to sound like I'm making only final fantasy PSA's but Kain will be nice to have. Maybe I'll make  something for him after I finish up FFX: Tidus and  (FFX: SHiva over zelda (high potential of this))

<_< >_> I'd love that, he's my favorite FF character of all time.


very good. more people wanting to see a kain moveset in brawl increases the chances of it happening ;D


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Albafika on July 29, 2011, 07:46:25 PM
feedback seems good so far and I think I will add in OoT Ganon to my projects in progress since I already have most animations done from past PSAs' i did all it needs is OoT style touch ups.

LOL its starting to sound like I'm making only final fantasy PSA's but Kain will be nice to have. Maybe I'll make  something for him after I finish up FFX: Tidus and  (FFX: SHiva over zelda (high potential of this))

very good. more people wanting to see a kain moveset in brawl increases the chances of it happening ;D
As soon as my Wii is fixed, expect a huge amount of feedback for all these Projects.

And, Kain, make it happen! I'll love you forever! XD


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: DivineOverlord on July 29, 2011, 07:47:24 PM
As soon as my Wii is fixed, expect a huge amount of feedback for all these Projects.

And, Kain, make it happen! I'll love you forever! XD

lol mkay, I just need to browse his moveset and see how it goes XD


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: ThyLASA on July 29, 2011, 08:29:18 PM
lol mkay, I just need to browse his moveset and see how it goes XD
Here's a moveset incase you need one
Kain Highwind 

A Attacks (ground)

AAAAA combo- Lance Barrage

I Know in the PSP game he can only do this combo in the air I think for brawl it will be better for the ground. So what he does is waves his spear back and forth 2 times then 2 quick thrust in then a stronger one thrust at the end doing 20% dmg (2+3+3+3+9) little knockback no end lag

F Tilt- Cyclone

He shoot quick pockets of air at his foe knocking them in to the air doing 6% dmg little knockback med end lag

D Tilt- H just jabs at he foes legs with his spear nothing special doing dmg 3 dmg% no knockback no end lag

U Tilt- He jabs his spear in the air kinda like Marth's up smash but not doing as much dmg but this move is doing 5% dmg little knockback no end lag

F Smash- Dragon's Fang

He Spins around then jabs his spear forward kinda like marths B attack but no sweetspot or one hit kill at full charge but this move doing 9%-12% 15%-19% 20%-23% Med knockback little end lag

Down Smash- Can't Think of One Yet

Up Smash- Spiral Blow

As it is done in the game he jumps diagonally upwards towards his foe doing 12%-14% 15%-17% 18%-20% med knockback high end lag

B Attacks (ground)

Neutral B- Gungnir

He throws his spear infused with lighting forward till hitting one his foe then the foe is carried with the lance tilt hitting a wall or reaching the end of the stage but also has three levels of charge doing 5%-7% 8%-10% 11%-13% no knockback high end lag

Side B- Can't think of One yet

Up B- Jump

He jumps high in the air coming back down picking wear he wants to land kinda like the star you pick up then going in the air and coming back down but this move is hard to but doing 20% dmg high knockback med end lag

Down B- Can't think of One yet

A Attacks (Air)

N Air- Jabs his foe nothing special doing 5% dmg no knockback no lag

F air- The move he does when he attacks downward in his chase but what he does is jabs his spear downward but this also his spike move doing 9% dmg med knockback little end lag

B air- jabs his spear backwards doing 7% Little knockback no end lag

U air-Can't think of one yet

D air- He spin downward towards his foe kinda like zero heavy attack from MvC3 doing 12% dmg
Knockback high end lag med

B Attack (air)

Neutral B- Gungsir

Same as the one on the ground  but no charge and no carrying foe to end of stage but he throws it downward at a angle doing only 9% dmg no knockback med end lag

Side B- Cyclone 

Does same as one on ground

Up B- Rising Drive

He puts his spear overhead and spins it like a helicopter taking what ever foe above him but this move is hard to hit but worth it in the end also good for recover
Doing 2% dmg for each hit high knockback falls in to helpless mode after

Down B- Sky Rave

Like Links D air but with lightning dmg doing 14% dmg med knockback med end lag

Throws

Up Throw- CTOY

Forward Throw- CTOY

Down Throw- he put his foe on the ground jumps on the twice doing 10% dmg 

Back Throw- CTOY





Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: DivineOverlord on July 29, 2011, 08:31:50 PM
Here's a moveset incase you need one
Kain Highwind 

A Attacks (ground)

AAAAA combo- Lance Barrage

I Know in the PSP game he can only do this combo in the air I think for brawl it will be better for the ground. So what he does is waves his spear back and forth 2 times then 2 quick thrust in then a stronger one thrust at the end doing 20% dmg (2+3+3+3+9) little knockback no end lag

F Tilt- Cyclone

He shoot quick pockets of air at his foe knocking them in to the air doing 6% dmg little knockback med end lag

D Tilt- H just jabs at he foes legs with his spear nothing special doing dmg 3 dmg% no knockback no end lag

U Tilt- He jabs his spear in the air kinda like Marth's up smash but not doing as much dmg but this move is doing 5% dmg little knockback no end lag

F Smash- Dragon's Fang

He Spins around then jabs his spear forward kinda like marths B attack but no sweetspot or one hit kill at full charge but this move doing 9%-12% 15%-19% 20%-23% Med knockback little end lag

Down Smash- Can't Think of One Yet

Up Smash- Spiral Blow

As it is done in the game he jumps diagonally upwards towards his foe doing 12%-14% 15%-17% 18%-20% med knockback high end lag

B Attacks (ground)

Neutral B- Gungnir

He throws his spear infused with lighting forward till hitting one his foe then the foe is carried with the lance tilt hitting a wall or reaching the end of the stage but also has three levels of charge doing 5%-7% 8%-10% 11%-13% no knockback high end lag

Side B- Can't think of One yet

Up B- Jump

He jumps high in the air coming back down picking wear he wants to land kinda like the star you pick up then going in the air and coming back down but this move is hard to but doing 20% dmg high knockback med end lag

Down B- Can't think of One yet

A Attacks (Air)

N Air- Jabs his foe nothing special doing 5% dmg no knockback no lag

F air- The move he does when he attacks downward in his chase but what he does is jabs his spear downward but this also his spike move doing 9% dmg med knockback little end lag

B air- jabs his spear backwards doing 7% Little knockback no end lag

U air-Can't think of one yet

D air- He spin downward towards his foe kinda like zero heavy attack from MvC3 doing 12% dmg
Knockback high end lag med

B Attack (air)

Neutral B- Gungsir

Same as the one on the ground  but no charge and no carrying foe to end of stage but he throws it downward at a angle doing only 9% dmg no knockback med end lag

Side B- Cyclone 

Does same as one on ground

Up B- Rising Drive

He puts his spear overhead and spins it like a helicopter taking what ever foe above him but this move is hard to hit but worth it in the end also good for recover
Doing 2% dmg for each hit high knockback falls in to helpless mode after

Down B- Sky Rave

Like Links D air but with lightning dmg doing 14% dmg med knockback med end lag

Throws

Up Throw- CTOY

Forward Throw- CTOY

Down Throw- he put his foe on the ground jumps on the twice doing 10% dmg 

Back Throw- CTOY





sounds good.

hey isn't Kain that guy that switches between dark and light mode when he attacks?


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Albafika on July 29, 2011, 08:34:00 PM
sounds good.

hey isn't Kain that guy that switches between dark and light mode when he attacks?
That'd be Cecil. XD

Kain's this Dragoon (The guy that backstabs Cecil about 3 times in the game):
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=20650



Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: DivineOverlord on July 29, 2011, 08:34:47 PM
That'd be Cecil. XD

Kain's this Dragoon (The guy that backstabs Cecil about 3 times in the game):
[url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=20650[/url]




oh ok lol. my bad XD...Cecil is freakin cool too! I should do him after Kain XD


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Hackingstar on July 29, 2011, 08:35:43 PM
sounds good.

hey isn't Kain that guy that switches between dark and light mode when he attacks?


no that's Cecil Harvey

(http://www.gamerdna.com/uimage/cRf1AWkF/full/dissidia_cecil_harvey_ex-png.png)

THIS is Kain Highwind

(http://www.cosplayisland.co.uk/files/costumes/2068/15090/ff4-kain-highwind.jpg)

*edit* dangit wolfric ninja'd XD


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Albafika on July 29, 2011, 08:35:50 PM
oh ok lol. my bad XD...Cecil is freakin cool too! I should do him after Kain XD
Definetaly. Do you know if it's possible to add a cape to Zelda?

Uh, I'd like, though, that the move stays real, if you know what I mean. Kain's got plenty of attacks that could fill A attacks in a vBrawl way. Ciclone and other missiles and special attacks should be added on the B attacks. I'd make a moveset myself, but I'm too lazy. But, I don't want the moveset to turn into an OP feast se Sephiroth's began, Kain's got too many attacks enough to pick and make him balanced, imo. Lol


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: DivineOverlord on July 29, 2011, 08:42:26 PM
Definetaly. Do you know if it's possible to add a cape to Zelda?

Uh, I'd like, though, that the move stays real, if you know what I mean. Kain's got plenty of attacks that could fill A attacks in a vBrawl way. Ciclone and other missiles and special attacks should be added on the B attacks. I'd make a moveset myself, but I'm too lazy. But, I don't want the moveset to turn into an OP feast se Sephiroth's began, Kain's got too many attacks enough to pick and make him balanced, imo. Lol

yeah, if we have a model of the cape we can or turn her dress into one XD


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Albafika on July 29, 2011, 08:43:45 PM
yeah, if we have a model of the cape we can or turn her dress into one XD
O__O. We've got to speak about this, 'cause if this is possible, I know who'd make Cecil the Paladin over Zelda and the Dark Knight over Sheik jsut for a PSA of both on each of those.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Hackingstar on July 29, 2011, 08:44:54 PM
i could do the sfx for cecil XD


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Albafika on July 29, 2011, 08:46:31 PM
i could do the sfx for cecil XD
And you'll do it for Kain! >:D


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Hackingstar on July 29, 2011, 08:48:15 PM
sure.

...if anyone can rip kain's sfx from dissidia 012, then i could do it.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: xZedkiel on July 30, 2011, 05:55:00 AM
sure.

...if anyone can rip kain's sfx from dissidia 012, then i could do it.

I have a vid containing Cecil's o.o http://www.youtube.com/watch?v=zOnYj7mJ4Lc&feature=mfu_in_order&list=UL

Couldn't find one for Kain, sorry


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: _Data_Drain_ on July 30, 2011, 09:59:09 AM
I just made a video of Diabolos' move set.
http://www.youtube.com/watch?v=fKV0Q2HoJSs
I hope you like it. :)

Edit:
I also have some Sephiroth feedback... I know now why up smash lacks use, not only is it's kill power far too low, not killing Zelda at 190%... But... Well, I'll let these pictures handle this for me.
(http://i956.photobucket.com/albums/ae41/_Data_Drain_/al_110730_1302binout.jpg)
What's this? The blade went right through her... Or did it?

(http://i956.photobucket.com/albums/ae41/_Data_Drain_/al_110730_1312binout.jpg)
As you can see, the start of up smash, doesn't hit right in front of him... For some reason, the hit boxes are 3D as well, so if something doesn't quite hit on the 2D plain... Well, it just doesn't hit, what can be done is the animation being changed a slight bit. To where the blade starts out right in front of him. And ends right behind him.

Also the kill percent should be as I said in that finalizing list. Somewhere around 120%.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: JamietheAuraUser on July 30, 2011, 11:09:18 AM
Sephy's not finished! Needs polish. (edit: nevermind, read first post. :>.>palm: So, Hollow's gonna be working on this now? Cool!)

Oblivion should move Sephy farther, it's almost useless because it's hard to aim and its range isn't any better than Sephy's FAir. DownB Air shouldn't put Sephy into fallspecial, it's kinda useless when it does that.

Fix the flippin' teleport animation in the left-handed versions! And change the invulnerability frames so he's invulnerable while warping. Basically, the invulnerability should come into effect a few frames later and end a few frames later.

And you haven't fixed the issue with using Supernova when facing left. That was pointed out several versions ago.

Edit: Sorry this came across as rude and angry. I didn't mean it to.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: MandoWolfe on July 30, 2011, 11:46:37 AM
woah woah there. calm down. i want this stuff to be finished too. but if your not doing this yourself, then you need to stop demanding people on what they should do. DO deserves a break from Sephy, so he's working on other stuff. Whenever anyone else like Hollow or Tormod want to continue it they will.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: _Data_Drain_ on July 30, 2011, 11:47:27 AM
Um, one, DO is free to do as he wants. Stop being demanding, he'll get around to it when he feels like it.

Second, Oblivion does 18% damage if all hits hit, so it has it's uses.

Three, well, after playing a bit with it, it needs a bit more knock back on the third hit, but other wise it's alright.

Four, I don't really see your problem with it...

Five, well yes, this will be fixed some time, as stated.

Edit:
If anyone works on Sephiroth, like Hollow, I updated that feedback a bit more.
http://forums.kc-mm.com/index.php?topic=20198.msg602491#msg602491


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Tasty Pumpkin Clock on July 30, 2011, 01:52:19 PM
I'm so glad you're going to make Ocarina of Time Ganon DO. It was like... one of my first requests on this site and nobody did it.
Funny you've already made half of it and didn't even realize XD. I'm so glad that was pointed out.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: JamietheAuraUser on July 30, 2011, 03:04:04 PM
@_Data_Drain_: In the left-handed version, Sephy switches to a different idle pose before the teleport! It really ruins the perfect smoothness the actual teleport has to it. So does being able to be hit out of it before he reappears.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Tasty Pumpkin Clock on July 31, 2011, 08:42:54 PM
Up Throw should work like Kirbys where he quickly flies above the screen's view and then comes crashing down.
Also personally I think he should only do this if he has his wing out, if he doesn't he should just impale the opponent right into the ground.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: DivineOverlord on July 31, 2011, 08:56:52 PM
Up Throw should work like Kirbys where he quickly flies above the screen's view and then comes crashing down.
Also personally I think he should only do this if he has his wing out, if he doesn't he should just impale the opponent right into the ground.

oh that sounds like a good idea.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: _Data_Drain_ on July 31, 2011, 09:10:46 PM
Up Throw should work like Kirbys where he quickly flies above the screen's view and then comes crashing down.
Also personally I think he should only do this if he has his wing out, if he doesn't he should just impale the opponent right into the ground.

Wait, for Sephiroth? No, he had his wing out when he did the up throw in AC:C.

I feel the wing should only alter his up B for that said version. But otherwise, nothing should change with it out... Unless you meant down throw, but still, it shouldn't change anything... Unless for an overpowered version, or the versions where the wing changes the up B?

Down throw, and back throw are the only ones that need changing.

Also... Did you all see the feedback I edited? (And also the reason why up smash is hard to hit with? :P)

But please, lets keep this move set as it is now, just leave the wing for looks only, it doesn't need to change his move set, so don't do that, just follow that last major feedback I gave, with Wolfric's help, and he's done, no more changes at all...

Unless someone wants to do something for the OP versions later, but finish the weak one first, with no changes other then the ones I listed.
http://forums.kc-mm.com/index.php?topic=20198.msg602491#msg602491


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Albafika on July 31, 2011, 10:03:33 PM
Alright, I revised my damage ideas, to include more things that were recently said.
Damage.

AAA, can be left alone.

Side tilt, 13% if all hits hit.

Down tilt, I'd say leave it as is.

Up tilt, same.

Dash attack, maybe 7%.

Side smash, no sweetspot at the tip, 8% or 9%, kills Mario at 155% and charges like normal, no new attack for the full charge smash attack, it just gets as powerful as a normal full charge smash gets... But... After an up taunt, it becomes Octoslash, after swapping the up taunt to side taunt, and making the wing taunt turn on and off the wing, the new up taunt should be a charging taunt, he charges for about 3 seconds, or 3 in a half, just a bit less then SDo0m's Cloud's... After the charge, he can do Octoslash, this would have 5 slashes, if the first hit misses though... Well, think of his side tilt, but less lag.

If it hits, it should do about what it does now, maybe just a bit more, and be so fast slashing, the foe can't get out, and on the fifth slash, any part of the blade would kill at about 110%. The reason behind this, is to give the Final Fantasy series it's own gimmick, like how all Fire Emblem characters have a counter. Something like this idea can also be done for Tidus, and Diabolos.

Up smash, leave it be damage wise, however knock back wise, it should kill Mario at 120%, the hit box... Maybe should stay out a bit longer? This way it can be a dodge roll punishing kill move, since Sephiroth will be vulnerable from behind... I want this to be a bit of a mind game kill move, make the foe SO sure they can get behind him... Then BAM! Killed by up smash. :P

Also, the animation needs editing, so the sword is right in front of him when the move starts, part of it's problem is the odd hitbox it has...

Down smash, 16%, and should be able to kill Mario at 110%, nerf the hit box range downward, but otherwise leave it as is, it makes a good spot dodge punishing kill move. And edge guard kill move.

Forward air, no sweet spot damage, just strictly 6%, or 7% for all parts of the blade, this way if spammed, it would only do 3% or 4% damage, thanks to stale moves.

Neutral air, no tipped sweet spot, and little kill power, 11% damage if both hits hit.

Up air, 17% damage if all hits hit.

Down air, leave the damage as is, however, there should be a sweet spot right at the center... The knock back should kill Mario un-sweet spotted at 145%. But at the center, 115%.

Back air... We'll wait until the actual attack has been made, if it's like I want it, slow, but has a lot of knock back... 16%.

Neutral B ground, uncharged, 6%, level two, 11% damage, level three, 22%. It also needs to not be canceled if it hits a foe's attack... It should go through the foe's attacks. However knock back wise, leave it as is, level three is hard as heck to hit with anyway.

Neutral B air, 37%, with no kill power at all, it shouldn't even be able to kill Jigglypuff at 999% damage. :P Also, it should allow A moves to be used after it's used, but no B button moves, Hollow did this coding for side and down B air before, so it's possible.

Side B ground, leave it as is, but adjust the hit box to make it more reliable.

Side B air, it can at the moment deal 18% if all hits hit... But I'd say leave it be, because not all hits are gonna likely hit, plus the move is unsafe to spam. It makes a good cross up move.

Up B, maybe 10%? And no sweet spot, it should be able to kill Mario at 140%, it should also have a tad bit more start up perhaps... It's up to you though.

Down B ground, level one charge, leave it be, level two, it can deal 18%... Perhaps 15%? Level three, at the moment can deal 32%, this should be 30%, I take back what I said about it earlier, since it can be DI'd out of, it's only broken in a stage with a ceiling. But it's still avoidable.

Down B air, give the third hit more knock back, and if possible, make the hits come out faster. Or more hit stun, so the foe doesn't shield out of it even if it hits them.

Final smash... Well, there should be for now only one, this would save file space... It should be Hollow's final smash, since it looks the best out of the two, also, it should deal really high damage, but not kill in one hit... I'd say it could deal 150% damage, but not kill.

Anyway, I hope this is good. XD

With these things added, it'd definetaly be ended, in my opinion. Other than Bair Animation and Dthrow.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Hackingstar on July 31, 2011, 10:15:52 PM
and new final smash. i'd call it "True Super Nova"


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: _Data_Drain_ on July 31, 2011, 10:21:40 PM
and new final smash. i'd call it "True Super Nova"
Nah, it wouldn't be a true Super Nova... If it wasn't two minutes of a cutscene destroying the universe. XD

(Don't do that though. ._.)


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: DivineOverlord on July 31, 2011, 10:22:29 PM
I wonder who will be updating this now. :


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Hackingstar on July 31, 2011, 10:25:13 PM
easy. hollow and tormod. or. hollow or tormod. XD


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Albafika on July 31, 2011, 10:27:20 PM
Whenever Hollow feels like doing it. DO, go focus on College. <_<


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Hackingstar on July 31, 2011, 10:27:56 PM
uh what he said.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: _Data_Drain_ on July 31, 2011, 10:28:36 PM
Whenever Hollow feels like doing it. DO, go focus on College. <_<
This, DO, don't worry, Hollow and Tormod can do this, focus on College, YOU CAN DO IT MAN!


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Hackingstar on July 31, 2011, 10:29:34 PM
YEAH.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: DivineOverlord on July 31, 2011, 10:33:44 PM
:af:
1
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3
4
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6
;D
7
8
9
10
11
12


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Hackingstar on July 31, 2011, 10:35:22 PM
what the the spoiler's ain't showing for me...oh it's being edited my bad.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Tasty Pumpkin Clock on July 31, 2011, 11:11:39 PM
[censored]. Sorry do NOT change up throw.
That idea was for down throw. And Data I think a simple animation change with the wing out would make no difference. The damage would still be the same and both attacks would make them get stuck in the ground...


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: _Data_Drain_ on July 31, 2011, 11:24:57 PM
[censored]. Sorry do NOT change up throw.
That idea was for down throw. And Data I think a simple animation change with the wing out would make no difference. The damage would still be the same and both attacks would make them get stuck in the ground...
As I said though, that down throw shouldn't work that way anymore, it should tech hit like Mr. Game & Watch's, since... Well, at high damage... You can't get out of the ground if you were hit by that, and Sephiroth can kill you easy this way too, walk back a bit, then down smash, BOOM! Dead!

So... Yeah, it should hit just like Mr. Game & Watch's down throw.

Plus... I would prefer we keep the final changes simple, to reduce the risk of going over the file size.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Tasty Pumpkin Clock on July 31, 2011, 11:46:20 PM
Yeah that makes sense... I still think him doing a Kirby throw is a pretty good idea though...
especially for the winged version.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: _Data_Drain_ on July 31, 2011, 11:49:10 PM
Yeah that makes sense... I still think him doing a Kirby throw is a pretty good idea though...
especially for the winged version.
Perhaps as a compromise, he can do this in the version where his up B changes.

I don't feel it would be good for other versions... Even though it's about the same damage and knock back wise, there would still be, even if it's slight, one would be more effective then the other...

It's just a fact, slight animation differences can make, even a throw better.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Albafika on August 01, 2011, 06:27:44 AM
:af:
1
2
3
4
5
6
;D
7
8
9
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12

Umad.

And, he doesn't needs the Wing to fly up, I mean, look at Cloud's flying throw. =P

It should be the same throw, wings in/out.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: _Data_Drain_ on August 01, 2011, 03:12:15 PM
Umad.

And, he doesn't needs the Wing to fly up, I mean, look at Cloud's flying throw. =P

It should be the same throw, wings in/out.
Indeed, I agree with that.

Also... Should forward smash's animation when it's not Octoslash be changed? I think something a bit like Hollow's old side smash would work for the non-Octoslash version, slow start up, but less end lag then the other smashes.

This would also be good for his game play, of being a punishing defensive mixup character.

Since his other smashes have quick start up, but nasty end lag, forward smash could be a slow start up, but low end lag move.

...

Unless you up taunt, then it becomes Octoslash for one forward smash, as Wolfric suggested, I love that idea. XD


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Rayn on August 01, 2011, 04:06:59 PM
*sees DO's new avvy text

:oshi:

well...you definitely deserve it. Happy PSA retirement, Divine.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Hackingstar on August 01, 2011, 04:08:48 PM
/\
|
what he said


this might not be a feeling better thing but uh...i sure hope DO isn't on retirement PERMANENTLY cuz then...well lets just say happy faces...go down to sad faces...


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: DivineOverlord on August 01, 2011, 04:12:49 PM
haha I might be. I'm just nearing the end of school and then I will be busy working all the time but I did make 12 more animations for Tidus when ever I get bored and have nothing in the world to do, I'll work on Tidus as my Final PSA and will be released as FINAL VERSION. XD (eventhough there was other PSA's I wanted to make over peach and metaknight, I dont have enough time :/)


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Hackingstar on August 01, 2011, 04:15:19 PM
i guess it does make sense since your almost graduating as a...whatever you want to be as XD


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Rayn on August 01, 2011, 04:16:02 PM
:/)
for a second I thought that was a smiley fail...but then I saw the other parenthesis :P


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Tasty Pumpkin Clock on August 01, 2011, 06:39:59 PM
Well it's always sad to see someone retire from hacking. But everyone does eventually. ^_^
Glad we finished Sephiroth first though. (or just about to anyway) Hellofa PSA to leave for us. : D

Thank you for your time DO. : )


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: _Data_Drain_ on August 01, 2011, 07:04:44 PM
Well it's always sad to see someone retire from hacking. But everyone does eventually. ^_^
Glad we finished Sephiroth first though. (or just about to anyway) Hellofa PSA to leave for us. : D

Thank you for your time DO. : )
Yeah, Hollow just needs to get his butt in here, and finish him!

...

Sorry, didn't mean to go Mortal Kombat there. :P

But yeah, DO, good luck with whatever you're gonna do now. :)


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: JamietheAuraUser on August 01, 2011, 07:25:42 PM
DO still had an unfinished Kratos Aurion PSA over Marth as well, didn't he?


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: ShadowMarth on August 01, 2011, 08:50:03 PM
NOES!!!! ur retireing!? aww man!! *sigh*
well I guess it cant last forever...
Thank u for what u have done for kcmm and me i learned alot from u my friend ur hacks will always be the most creative ive used
if it wernt 4 u id be still tryin to figure out multi movesets XD


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Thundaga_T2 on August 01, 2011, 09:57:04 PM
Aww, DO, do you have to leave? I mean, couldnt you just stay with us and work at a slower pace, I understand if you are busy after this its your decision, but consider it yeah? Your work is awesome!! XD


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Tasty Pumpkin Clock on August 01, 2011, 10:42:45 PM
He already said if he's bored one day and he feels like it he will work on Tidus.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Puraidou on August 02, 2011, 02:04:53 AM
DO, that Kratos Aurion moveset you were working on. Do you still have the files and such? I would hate to see those go to waste, same for the other projects as well. I might try my hand at PSA, maybe even touch the ones in your vault to edit them a bit for myself. Who knows xD

(And just in case you were curious: It's Pride yeah xD)


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: _Data_Drain_ on August 03, 2011, 09:30:21 PM
Well, congratulations everyone. Sephiroth has reached 4000 downloads. :P

(Now lets hope he gets 100% finished sometime. ._.)


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Tasty Pumpkin Clock on August 03, 2011, 09:47:52 PM
XD yeah! He's like... 99% done.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: _Data_Drain_ on August 03, 2011, 09:52:40 PM
XD yeah! He's like... 99% done.
Yeah... But sadly, unless we get new help... He's stuck there, DO, well, he wants to stop Brawl hacking, and Hollow said in his topic, he's bored of Brawl...

Unless someone can pitch in... Well...

Although if nothing else, we could likely adjust the damage and knock back to be just right, and have a 99.999% playable Sephiroth. XD


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Tasty Pumpkin Clock on August 03, 2011, 10:15:55 PM
lol yeah that would be fine. : P


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Hackingstar on August 03, 2011, 10:54:35 PM
*i may be speaking off topic here a little but hear me out* so i guess the dissidia supernova is probably gonna be saved for a request psa in the future "Dissidia Sephiroth" XD...if anyone ever requests that psa that is.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: _Data_Drain_ on August 03, 2011, 11:09:39 PM
*i may be speaking off topic here a little but hear me out* so i guess the dissidia supernova is probably gonna be saved for a request psa in the future "Dissidia Sephiroth" XD...if anyone ever requests that psa that is.
It would be pointless in a way though to make a Dissidia Sephiroth, since he has pretty much all the Dissidia moves here.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Tasty Pumpkin Clock on August 03, 2011, 11:27:49 PM
lol yeah


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: _Data_Drain_ on August 03, 2011, 11:48:54 PM
Heck, for now... I would settle for a Sephiroth with damage liked I said he should have, and no up taunt charge... His up smash needs to be a kill move again. T_T


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: DivineOverlord on August 04, 2011, 12:14:16 AM
Yeah... But sadly, unless we get new help... He's stuck there, DO, well, he wants to stop Brawl hacking, and Hollow said in his topic, he's bored of Brawl...

Unless someone can pitch in... Well...

Although if nothing else, we could likely adjust the damage and knock back to be just right, and have a 99.999% playable Sephiroth. XD

Well I suppose I can do one final update to get him finished up XD...but that wont happen till friday.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: _Data_Drain_ on August 04, 2011, 12:22:13 AM
Well I suppose I can do one final update to get him finished up XD...but that wont happen till friday.
Oh? Well... As long as it doesn't mess with college, that would be nice, so will you do the Octoslash up taunt charge idea Wolfric had?

I thought that was pretty cool, but then again, like I said, don't let this mess you up in college, I wouldn't want that to happen. :(


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Albafika on August 04, 2011, 08:32:27 AM
That'd be lovely, DO. As long as it doesn't interfere with College, though.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Hackingstar on August 04, 2011, 10:23:17 AM
It would be pointless in a way though to make a Dissidia Sephiroth, since he has pretty much all the Dissidia moves here.


i meant his final smash to be like...well as i mentioned

http://www.youtube.com/watch?v=OJvlzcW4TT0

but this probably won't happen till the WAY future of this year...or the WAY future of early next year...or it may not happen at all :-\


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: JamietheAuraUser on August 04, 2011, 10:55:48 AM
I'm fine with it as it is as long as the dodges are fixed (invulnerability timing and animations need tune-up) and Supernova is fixed.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: _Data_Drain_ on August 04, 2011, 03:32:51 PM
No, I'm not 100% fine with him as is... He still needs these changes.
Alright, I revised my damage ideas, to include more things that were recently said.
Damage.

AAA, can be left alone.

Side tilt, 13% if all hits hit.

Down tilt, I'd say leave it as is.

Up tilt, same.

Dash attack, maybe 7%.

Side smash, no sweetspot at the tip, 8% or 9%, kills Mario at 155% and charges like normal, no new attack for the full charge smash attack, it just gets as powerful as a normal full charge smash gets... But... After an up taunt, it becomes Octoslash, after swapping the up taunt to side taunt, and making the wing taunt turn on and off the wing, the new up taunt should be a charging taunt, he charges for about 3 seconds, or 3 in a half, just a bit less then SDo0m's Cloud's... After the charge, he can do Octoslash, this would have 5 slashes, if the first hit misses though... Well, think of his side tilt, but less lag.

If it hits, it should do about what it does now, maybe just a bit more, and be so fast slashing, the foe can't get out, and on the fifth slash, any part of the blade would kill at about 110%. The reason behind this, is to give the Final Fantasy series it's own gimmick, like how all Fire Emblem characters have a counter. Something like this idea can also be done for Tidus, and Diabolos.

Up smash, leave it be damage wise, however knock back wise, it should kill Mario at 120%, the hit box... Maybe should stay out a bit longer? This way it can be a dodge roll punishing kill move, since Sephiroth will be vulnerable from behind... I want this to be a bit of a mind game kill move, make the foe SO sure they can get behind him... Then BAM! Killed by up smash. :P

Also, the animation needs editing, so the sword is right in front of him when the move starts, part of it's problem is the odd hitbox it has...

Down smash, 16%, and should be able to kill Mario at 110%, nerf the hit box range downward, but otherwise leave it as is, it makes a good spot dodge punishing kill move. And edge guard kill move.

Forward air, no sweet spot damage, just strictly 6%, or 7% for all parts of the blade, this way if spammed, it would only do 3% or 4% damage, thanks to stale moves.

Neutral air, no tipped sweet spot, and little kill power, 11% damage if both hits hit.

Up air, 17% damage if all hits hit.

Down air, leave the damage as is, however, there should be a sweet spot right at the center... The knock back should kill Mario un-sweet spotted at 145%. But at the center, 115%.

Back air... We'll wait until the actual attack has been made, if it's like I want it, slow, but has a lot of knock back... 16%.

Neutral B ground, uncharged, 6%, level two, 11% damage, level three, 22%. It also needs to not be canceled if it hits a foe's attack... It should go through the foe's attacks. However knock back wise, leave it as is, level three is hard as heck to hit with anyway.

Neutral B air, 37%, with no kill power at all, it shouldn't even be able to kill Jigglypuff at 999% damage. :P Also, it should allow A moves to be used after it's used, but no B button moves, Hollow did this coding for side and down B air before, so it's possible.

Side B ground, leave it as is, but adjust the hit box to make it more reliable.

Side B air, it can at the moment deal 18% if all hits hit... But I'd say leave it be, because not all hits are gonna likely hit, plus the move is unsafe to spam. It makes a good cross up move.

Up B, maybe 10%? And no sweet spot, it should be able to kill Mario at 140%, it should also have a tad bit more start up perhaps... It's up to you though.

Down B ground, level one charge, leave it be, level two, it can deal 18%... Perhaps 15%? Level three, at the moment can deal 32%, this should be 30%, I take back what I said about it earlier, since it can be DI'd out of, it's only broken in a stage with a ceiling. But it's still avoidable.

Down B air, give the third hit more knock back, and if possible, make the hits come out faster. Or more hit stun, so the foe doesn't shield out of it even if it hits them.

Final smash... Well, there should be for now only one, this would save file space... It should be Hollow's final smash, since it looks the best out of the two, also, it should deal really high damage, but not kill in one hit... I'd say it could deal 150% damage, but not kill.

Anyway, I hope this is good. XD


This right here also needs fixing.

Quote from: _Data_Drain_ link=topic=20198.msg613532#msg613532
I also have some Sephiroth feedback... I know now why up smash lacks use, not only is it's kill power far too low, not killing Zelda at 190%... But... Well, I'll let these pictures handle this for me.
([url]http://i956.photobucket.com/albums/ae41/_Data_Drain_/al_110730_1302binout.jpg[/url])
What's this? The blade went right through her... Or did it?

([url]http://i956.photobucket.com/albums/ae41/_Data_Drain_/al_110730_1312binout.jpg[/url])
As you can see, the start of up smash, doesn't hit right in front of him... For some reason, the hit boxes are 3D as well, so if something doesn't quite hit on the 2D plain... Well, it just doesn't hit, what can be done is the animation being changed a slight bit. To where the blade starts out right in front of him. And ends right behind him.

Also the kill percent should be as I said in that finalizing list. Somewhere around 120%.


And then perhaps the teleport, after those changes? 100% finished, until Tormod fixes the animations up a bit, but game play, and balance wise, he would be 100% finished, no more changes after these.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: JamietheAuraUser on August 04, 2011, 04:47:41 PM
The random split-second teleport glitch needs to be fixed as well. It's kinda annoying to randomly die because Sephy randomly teleports twenty feet to the left for a tenth of a second.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: _Data_Drain_ on August 04, 2011, 04:52:04 PM
The random split-second teleport glitch needs to be fixed as well. It's kinda annoying to randomly die because Sephy randomly teleports twenty feet to the left for a tenth of a second.
I honestly haven't died because of this yet... But yeah, that needs to be fixed too if possible.

But... Honestly, I have no idea what's even making it happen... I think this even happens with Brawl- Marth...

I think Marth is just a pain with his motion file.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: DivineOverlord on August 05, 2011, 12:07:52 AM
No, I'm not 100% fine with him as is... He still needs these changes.
This right here also needs fixing.

And then perhaps the teleport, after those changes? 100% finished, until Tormod fixes the animations up a bit, but game play, and balance wise, he would be 100% finished, no more changes after these.

Yeah those are good things to fix/adjust. I think the up smash is going to need animation edits.

The random split-second teleport glitch needs to be fixed as well. It's kinda annoying to randomly die because Sephy randomly teleports twenty feet to the left for a tenth of a second.

so when you dodge (forward and back) he teleports really far?  or did you mean the landing after using up B or B specials?


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Tasty Pumpkin Clock on August 05, 2011, 12:44:10 AM
Yeah that teleport has killed me a few times... I don't really know what causes it.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: DivineOverlord on August 05, 2011, 12:48:13 AM
Yeah that teleport has killed me a few times... I don't really know what causes it.

same here haha. But I think it can be fixed with hexing. I've been browsing his pac file with HxD for awhile it looks like commands can be changed there but im not so sure yet haha


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: _Data_Drain_ on August 05, 2011, 05:05:09 AM
same here haha. But I think it can be fixed with hexing. I've been browsing his pac file with HxD for awhile it looks like commands can be changed there but im not so sure yet haha
Oh? Sounds interesting.

If that could be fixed, that would be really nice.

I mean, I can deal with it if it's not, but it would be a nice finishing touch to get rid of that glitch. :P


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Albafika on August 05, 2011, 07:39:35 AM
DO, if you're going to work a little more on PSAs, I'd recommend tacking a single day per week, that'd not affect you on College as much.

I can't wait to see this update. =)


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Puraidou on August 05, 2011, 07:41:45 AM
As long as college is 1st place then i guess you could still do PSA's but in the way Weenie said, once a week or so if you're not too busy :)


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: DivineOverlord on August 05, 2011, 01:18:09 PM
^ haha i'm okay. I'm only taking one class right now so I kinda have a lot of free time till september 23rd. I was browsing for something to ref for his down stab throw but havent found one yet XD


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Hackingstar on August 05, 2011, 01:50:33 PM
^ haha i'm okay. I'm only taking one class right now so I kinda have a lot of free time till september 23rd. I was browsing for something to ref for his down stab throw but havent found one yet XD

:o my birthday is on that day! :D


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Albafika on August 05, 2011, 02:11:04 PM
^ haha i'm okay. I'm only taking one class right now so I kinda have a lot of free time till september 23rd. I was browsing for something to ref for his down stab throw but havent found one yet XD
If you really have that much time, please consider working again on Dante and Kain. xD


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Tasty Pumpkin Clock on August 05, 2011, 03:46:30 PM
If you do... do it after Sephy is done. Please. : )

The Down Throw should be like the Kirby Up Throw where he quickly flies above the screen and then comes crashing down.
Forward and Back Throw need actual new throws. The only time he actually has someone impaled on his sword is that one time in Advent Children and the one throw he does is the Up Throw. So the other three will have to be custom made.
Hasn't Tormod done some throw animations?


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Hackingstar on August 05, 2011, 03:49:28 PM
Tormod made a back throw remember?

http://www.youtube.com/watch?v=MRt4HLInSXU


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Tasty Pumpkin Clock on August 05, 2011, 03:52:46 PM
Oh awesome.  Did he make a forward throw?


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: _Data_Drain_ on August 05, 2011, 03:54:15 PM
If you do... do it after Sephy is done. Please. : )

The Down Throw should be like the Kirby Up Throw where he quickly flies above the screen and then comes crashing down.
Forward and Back Throw need actual new throws. The only time he actually has someone impaled on his sword is that one time in Advent Children and the one throw he does is the Up Throw. So the other three will have to be custom made.
Hasn't Tormod done some throw animations?
Actually... I think Aafyre's down throw idea was pretty good, and in character. He just flings the foe on the ground, then stabs them in the chest...

I would guess the animation would be him stepping back a bit, throwing the foe onto the ground, taking a step forward, then stabbing them while they're on the ground... Maybe to add more pain, he twists the blade while it's in them. This would go by a bit quick I would think.

Forward throw... While a bit stiff, I like the idea for one reason, he doesn't put effort into throwing the foe across the screen. Showing he's pretty much holding back during the fight.

Back throw I will agree with, that needs Tormod's back throw animation.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Hackingstar on August 05, 2011, 03:55:52 PM
Oh awesome.  Did he make a forward throw?

not that i know of  :-\. i could ask him though if he made one or i could ask him to make one.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: _Data_Drain_ on August 05, 2011, 04:05:07 PM
not that i know of  :-\. i could ask him though if he made one or i could ask him to make one.
The only thing I would change about it.

Is how stiff he is during the animation, but keep the action about the same, just more life in it.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Tasty Pumpkin Clock on August 05, 2011, 05:12:21 PM
Actually... I think Aafyre's down throw idea was pretty good, and in character. He just flings the foe on the ground, then stabs them in the chest...

I would guess the animation would be him stepping back a bit, throwing the foe onto the ground, taking a step forward, then stabbing them while they're on the ground... Maybe to add more pain, he twists the blade while it's in them. This would go by a bit quick I would think.

Forward throw... While a bit stiff, I like the idea for one reason, he doesn't put effort into throwing the foe across the screen. Showing he's pretty much holding back during the fight.

Back throw I will agree with, that needs Tormod's back throw animation.

Alright sounds good.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Hackingstar on August 05, 2011, 05:46:21 PM
Okaaay Tormod said...well i'll quote it:

"Hey H-Star, I haven't made one yet. I ran into an issue with my computer system that makes it so I can't save in brawlbox. It's unfortunate.. I'm working to resolve the issue. I might be able to get one made after I release my Pokemon Cruise stage."

so yeah.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Tasty Pumpkin Clock on August 07, 2011, 12:42:13 AM
This is on topic.

(http://fc08.deviantart.net/fs71/f/2011/218/5/7/uguuroth_by_nijuuni-d45o8l9.gif)


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: _Data_Drain_ on August 07, 2011, 01:09:08 AM
^

First... Cloud crossdressed... And now I guess Sephiroth was curious as to what it's like. XD

Gee, if someone made that and Cloud crossdressing (like in FFVII), I would have a video idea.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Tasty Pumpkin Clock on August 07, 2011, 01:11:42 AM
I'm surprised nobody has made a hack of Cloud in a dress... it would be canon after all.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: _Data_Drain_ on August 07, 2011, 01:25:42 AM
I'm surprised nobody has made a hack of Cloud in a dress... it would be canon after all.
Indeed, and it would actually work out too, since I think there are enough vertex points on Ike to make a dress... Granted, it would have to be really poofy, but it might work.

Plus it would just be funny.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Rayn on August 07, 2011, 06:49:01 PM
I can't stop laughing!  The expression on his face...
*collapses on the floor, laughing his arse off


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: DivineOverlord on August 08, 2011, 09:18:51 PM
Okaaay Tormod said...well i'll quote it:

"Hey H-Star, I haven't made one yet. I ran into an issue with my computer system that makes it so I can't save in brawlbox. It's unfortunate.. I'm working to resolve the issue. I might be able to get one made after I release my Pokemon Cruise stage."

so yeah.


I wonder when that will be.

Today I found a way to get Yuna to summon Anima as a final smash XD now im tempted to make summoner yuna but then Anima takes up 90kb so that leaves me with only 20kb of free space left :/....maybe someother character can be a summoner lol (ike, marth, link, toonlink, kirby) :P


oh and I'll try to update sephy soon; been busy with other things lol


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Thundaga_T2 on August 08, 2011, 09:52:50 PM
I wonder when that will be. Today I found a way to get Yuna to summon Anima as a final smash XD now im tempted to make summoner yuna but then Anima takes up 90kb so that leaves me with only 20kb of free space left :/....maybe someother character can be a summoner lol (ike, marth, link, toonlink, kirby) :P oh and I'll try to update sephy soon; been busy with other things lol
That sounds awesome, but if only one Aeon is possible, you should try Bahamut, i think he is more a staple summon for the Final Fantasy series in general, but its your choice, Anima was awesome too :D


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Hackingstar on August 09, 2011, 09:04:34 AM
I wonder when that will be.

Today I found a way to get Yuna to summon Anima as a final smash XD now im tempted to make summoner yuna but then Anima takes up 90kb so that leaves me with only 20kb of free space left :/....maybe someother character can be a summoner lol (ike, marth, link, toonlink, kirby) :P

oh and I'll try to update sephy soon; been busy with other things lol

yo, everything's cool. take all the time you need, doc. we can wait :) (...why did i say doc? omg me is turning into bugs bunny XD)


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: _Data_Drain_ on August 09, 2011, 09:07:53 AM
yo, everything's cool. take all the time you need, doc. we can wait :) (...why did i say doc? omg me is turning into bugs bunny XD)
Are you seeing moving spots...?

Go look in a mirror! YOU'RE TURNING INTO A RABBIT!!!

*Cough* Anyway... I can't wait for the next version of... Well, any of these PSAs. :P


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Hackingstar on August 09, 2011, 12:14:09 PM
[censored]. i made a "nearly perfect" custom b-air animation for sephiroth and i tested it and froze my game. probably cuz i went over the frame limit of the attackairb. stupid limits -_-...


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: DivineOverlord on August 09, 2011, 12:18:43 PM
[censored]. i made a "nearly perfect" custom b-air animation for sephiroth and i tested it and froze my game. probably cuz i went over the frame limit of the attackairb. stupid limits -_-...

oh that shouldn't cause it to freeze XD. I can take a look at it if you want and add it to the PSA. ;D


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Hackingstar on August 09, 2011, 12:19:58 PM
uh sure i'll send the link to you in pm in a second.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: DivineOverlord on August 09, 2011, 12:24:38 PM
uh sure i'll send the link to you in pm in a second.

ok cool.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Hackingstar on August 09, 2011, 12:27:36 PM
check yo inbox yo XD


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: DivineOverlord on August 09, 2011, 12:39:26 PM
I added Hackingstar as a collab since I'll be using the Key frames of the Back Air animation he made. :af:


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Hackingstar on August 09, 2011, 12:40:07 PM
that's ME  ;D


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: _Data_Drain_ on August 09, 2011, 12:48:01 PM
Wow... I have a feeling Miacis will be annoyed by this. ._.

Since uh... Yeah, as collaborators, we all got that one award for a hack with 4000+ downloads, (and he wasn't wanting to give it, because we "just gave feedback".)

And now he has to add Hackingstar. XD


*Ahem* Anyway, I look forward to this new back air. :)


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Hackingstar on August 09, 2011, 12:49:36 PM
it's based on 0:47 here

http://www.youtube.com/watch?v=s-x_iz4x2DE
i did sorta good on the animation but DO is gonna edit it a bit to make more AWESOME XD


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: _Data_Drain_ on August 09, 2011, 12:55:35 PM
Ah! That's the idea I liked so well. I'm glad to see it getting in. :P

And, unlike us, you did something for the PSA itself, so by Miacis' idea of how that one award works... You should get it, since you added something to it yourself. Rather then "just feedback".
(CoughalthoughitwasalotoffeedbackandideasCough)

Sorry, I had a bad cough. :P


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Hackingstar on August 09, 2011, 01:00:21 PM
guess i'm now known as

Hackingstar description: brstm maker, sfx maker, and animator. XD


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Miacis on August 09, 2011, 02:24:38 PM
I really don't care about the award. It's more about the BV problem of how you guys are "collabing" things.

Collabs really mean that the person took a crucial part in the development of the hack. Giving a hand or doing like a few animations ain't nothing a credit can't handle.

Key question to ask yourself to see if HackerX should be "collabbed" :

A stranger asks HackerX : Hey, this hack is pretty cool, did you make it ?

Answer #1 : Yup, I'm the author of this hack, along with YYY.

Answer #2 : Well, I helped the author YYY by doing ZZZ on it.

1 => Collab.
2 => Credit.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Puraidou on August 09, 2011, 02:29:34 PM
Miacis i though you said we'd end it? Yet you reply to Data in the Seph thread? You're ignoring your own advise!
Stop before this [censored] gets out of hand already >_>


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Miacis on August 09, 2011, 02:30:01 PM
I told you, I don't care about the Award.

Just leaving this notice to Divine OverLord so that he's asking himself the right questions efore collabing things.
I'll just leave it at that. If he doesn't change anything, I'll just consider "in all fairness" that all of the collabs will get the award. If he changes it, I will update the awards themselves and remove/add what's necessary.
Simple, really.

End of story. :)

@ Pride : Mind your own business ? DD brought it up here. I left a simple message to DO. I'm not looking for trouble. Just dropping my two cents, and then going back to my own business.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Puraidou on August 09, 2011, 02:33:16 PM
@ Pride : Mind your own business ? DD brought it up here. I left a simple message to DO. I'm not looking for trouble. Just dropping my two cents, and then going back to my own business.
It's been my business since i was involved from the start of it, don't push me out while i had my own comments in on it. I am one of the few who read this entire thread, so i know what i'm saying about them and the stuff.
And i'm not causing trouble either, i'm just saying my opinion on it all.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: DivineOverlord on August 09, 2011, 02:46:23 PM
So. What do guys think I should do about the credit and collab?....and if I change things, on sephy, then what should I do about the guy who uploaded my yuna psa? Lol.....I don't mind having collabs but want to see ur opinions.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Miacis on August 09, 2011, 02:52:24 PM
So. What do guys think I should do about the credit and collab?....and if I change things, on sephy, then what should I do about the guy who uploaded my yuna psa? Lol.....I don&#039;t mind having collabs but want to see ur options.
Well, collab only the people who you consider your co-authors. Collab = co-author.
And maybe people who need to edit the file on a frequent basis (if it's something like once a month, I'm pretty sure it's not worth it, but ... heh ... see for yourself.)

Quote
then what should I do about the guy who uploaded my yuna psa? Lol.....
Well, the ZIP file he uploaded contained both his work, and your work. You're technically a co-author of the ZIP file, aren't you ? .-.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: DivineOverlord on August 09, 2011, 03:00:33 PM
EDITED:  :laugh: After thinking about this, I think the current collab list is fine.  The psa creators and feedback were both equally important in the development of this psa (He would've been stuck at version 2.0 without feedback XD). Therefore, I wont change anything in the collab list. :)


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Albafika on August 09, 2011, 03:51:19 PM
Now everything's settled, I deleted all my Off-Topic posts, we don't want to have a negative envirovement around, sorry about that.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: DivineOverlord on August 09, 2011, 04:00:52 PM
Now everything's settled, I deleted all my Off-Topic posts, we don't want to have a negative envirovement around, sorry about that.

yup yup. I didn't noticed the negative environment haha. I guess it happened while I was in class.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Hackingstar on August 09, 2011, 04:03:25 PM
probably. so DO how's the progress? (sorry XD i'm curious)


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Albafika on August 09, 2011, 04:13:06 PM
This is funny.

SDo0m made Cloud, and DO is making Sephiroth.

Now SDo0m is making Groudon, and DO is making Kyogre.

You guys are like bringing the foes into game respectively. xD

I can't wait for more progress, also, on the bright side, my Wii will be working in the next 3 days, so I'll be here to help in any way I can. =)

Also, I hope you're still enthusiastic about Kain Highwind, he's my favorite FF character so yeah. <.<;


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: DivineOverlord on August 09, 2011, 04:35:10 PM
This is funny.

SDo0m made Cloud, and DO is making Sephiroth.

Now SDo0m is making Groudon, and DO is making Kyogre.

You guys are like bringing the foes into game respectively. xD

I can't wait for more progress, also, on the bright side, my Wii will be working in the next 3 days, so I'll be here to help in any way I can. =)

Also, I hope you're still enthusiastic about Kain Highwind, he's my favorite FF character so yeah. <.<;


oh yeah that's true. I didn't notice that till now hahaha....Yeah, I proably will attempt kain but I am not familiar with him...I was just thinking right now of making a Seymour Guado (Final Fantasy X) PSA where his final smash will be summoning Anima since I have the model ready for it lol but that will be later. There's so many PSA's to do and try out but I'm not sure which to start on other than tidus.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Albafika on August 09, 2011, 04:46:08 PM

oh yeah that's true. I didn't notice that till now hahaha....Yeah, I proably will attempt kain but I am not familiar with him...I was just thinking right now of making a Seymour Guado (Final Fantasy X) PSA where his final smash will be summoning Anima since I have the model ready for it lol but that will be later. There's so many PSA's to do and try out but I'm not sure which to start on other than tidus.
Let's hope you attempt Kain, and Seymour would be amazing too, anything's fine, really. XD


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: _Data_Drain_ on August 09, 2011, 10:42:26 PM

oh yeah that's true. I didn't notice that till now hahaha....Yeah, I proably will attempt kain but I am not familiar with him...I was just thinking right now of making a Seymour Guado (Final Fantasy X) PSA where his final smash will be summoning Anima since I have the model ready for it lol but that will be later. There's so many PSA's to do and try out but I'm not sure which to start on other than tidus.
Seymour would be neat.

Since yeah, if you can fit Anima in there as a final smash... That, would be very cool. Making it cinematic and what not. :P


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: DivineOverlord on August 09, 2011, 10:57:47 PM
Seymour would be neat.

Since yeah, if you can fit Anima in there as a final smash... That, would be very cool. Making it cinematic and what not. :P


yuppp. since seymour uses only spells, I can make a PSA for him really fast in like 2 days lol. Anima summoning will definitely be his final smash which will stay out on screen for 300 frames with dark auras twisting around him with a dark pain cinematic background.


other stuff: I tried attaching sephy's cape to his head and it turned out weird. take a look with brawl box
http://www.mediafire.com/?orpdp2530vf5lhh

I also tried another method by changing the offsets of marths cape to bone 53 (his head) but I couldn't see the changes in brawlbox. so I tried to give him more bones. I added 3 extra bones and tried to attach it to his hair with bone tree editor but it didnt work out....does anyone know a way to attach bones to different parts of the body like extra bones going to sephy's hair?


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: _Data_Drain_ on August 09, 2011, 11:20:31 PM
Looks like DBZ hair. ._.

Anyway though, I think his actual cape to his head... That needs bone index editing...


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: DivineOverlord on August 09, 2011, 11:24:00 PM
Looks like DBZ hair. ._.

Anyway though, I think his actual cape to his head... That needs bone index editing...

Yeah, I thought that too and managed to change all his cape index bones to bone 53 (his head) but in brawl box it looked the same. maybe it'll be different in game?


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Tormod on August 12, 2011, 12:47:08 AM
yuppp. since seymour uses only spells, I can make a PSA for him really fast in like 2 days lol. Anima summoning will definitely be his final smash which will stay out on screen for 300 frames with dark auras twisting around him with a dark pain cinematic background.


other stuff: I tried attaching sephy's cape to his head and it turned out weird. take a look with brawl box
[url]http://www.mediafire.com/?orpdp2530vf5lhh[/url]

I also tried another method by changing the offsets of marths cape to bone 53 (his head) but I couldn't see the changes in brawlbox. so I tried to give him more bones. I added 3 extra bones and tried to attach it to his hair with bone tree editor but it didnt work out....does anyone know a way to attach bones to different parts of the body like extra bones going to sephy's hair?


Well what a cowinkidink! I happen to be working on this very thing. I'm almost done with it actually, and it flows nicely in-game. It just needs a bit more vertex tweaking. I'm working on getting his coat to flow so that and his hair and coat will both be animated by gravity, wind, and character movement alone. I should be done with it some time tomorrow.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: MandoWolfe on August 12, 2011, 12:54:36 AM
wow that sounds amazing. :D i hope this get's another update soon. ^-^


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: _Data_Drain_ on August 12, 2011, 01:03:17 AM
Well what a cowinkidink! I happen to be working on this very thing. I'm almost done with it actually, and it flows nicely in-game. It just needs a bit more vertex tweaking. I'm working on getting his coat to flow so that and his hair and coat will both be animated by gravity, wind, and character movement alone. I should be done with it some time tomorrow.
Wait... Is this a model hex? If so... Dude, let Aafyre have it too, I bet he would find this useful.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Tormod on August 12, 2011, 01:20:22 AM
Wait... Is this a model hex? If so... Dude, let Aafyre have it too, I bet he would find this useful.

Well, I want to get it working properly first, but I was going to show it to Aafyre before doing any uploading after I finish it. I didn't expect it to pop up here before then.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: _Data_Drain_ on August 12, 2011, 01:40:58 AM
Well, I want to get it working properly first, but I was going to show it to Aafyre before doing any uploading after I finish it. I didn't expect it to pop up here before then.
Alright, so, you got the hair to move? Man... Aafyre is gonna love you for this. XD

I think I heard he planed to revamp the Sephiroth vertex, once he figured out how to get the hair moving... Well? Looks like you did. :P


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: DivineOverlord on August 12, 2011, 02:03:55 AM
Well, I want to get it working properly first, but I was going to show it to Aafyre before doing any uploading after I finish it. I didn't expect it to pop up here before then.

awesome. glad someone finally got it to work XD


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Tasty Pumpkin Clock on August 12, 2011, 03:56:03 AM
 :patrick:


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: DivineOverlord on August 12, 2011, 05:23:50 AM
Hey guys, I need some ideas for Tidus

Here's the moveset that is done so far:
A - slash 1
AA- slash 2
AAA- slash 3
Side A - throws blitz ball based off dissidia
Diagonal down A - kicks blitz ball based off Dissidia
Diagonal up A - throws blitz ball diagonally
Down A - Ike's down slash - should it be changed?
UP A - ?????
Dash Attack - Slice n Dice (does two hits)
UP SMASH - ???? need ideas

Down Smash - ????? need ideas

Side Smash  - Spiral Cut ( does 3 hits and its long range as sephiroth)


B special on ground - Spell cast: Blizzard, Blizzara, Blizzaga. Fire, Fira, Firega. Thunder, Thundera, Thunderga. gravity, gravita, graviga....if HP is greater than 100 you have access to the spell Ultima. (you can change spells by taunting)

B special In AIr: ENERGY RAIN

Down B special on ground- ???? Need ideas! lol

Down B special in AIR - ?????

Side B special on ground - Cut and Run?

Side B special in Air - ?????

UP B: something similar to wolfs up B


UP A AIR: based of dissidia where he does a kick move

Forward Air A: that move he does in FFX where he spins and kicks the blitz ball.

Down A AIR: sky dive type of move he does in dissidia


Final Fmash

Blitz Ace



so yeah, Im almost done with Tidus :af:





Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: _Data_Drain_ on August 12, 2011, 05:47:48 AM
Hey guys, I need some ideas for Tidus

Here's the moveset that is done so far:
A - slash 1
AA- slash 2
AAA- slash 3
Side A - throws blitz ball based off dissidia
Diagonal down A - kicks blitz ball based off Dissidia
Diagonal up A - throws blitz ball diagonally
Down A - Ike's down slash - should it be changed?
UP A - ?????
Dash Attack - Slice n Dice (does two hits)
UP SMASH - ???? need ideas

Down Smash - ????? need ideas

Side Smash  - Spiral Cut ( does 3 hits and its long range as sephiroth)


B special on ground - Spell cast: Blizzard, Blizzara, Blizzaga. Fire, Fira, Firega. Thunder, Thundera, Thunderga. gravity, gravita, graviga....if HP is greater than 100 you have access to the spell Ultima. (you can change spells by taunting)

B special In AIr: ENERGY RAIN

Down B special on ground- ???? Need ideas! lol

Down B special in AIR - ?????

Side B special on ground - Cut and Run?

Side B special in Air - ?????

UP B: something similar to wolfs up B


UP A AIR: based of dissidia where he does a kick move

Forward Air A: that move he does in FFX where he spins and kicks the blitz ball.

Down A AIR: sky dive type of move he does in dissidia


Final Fmash

Blitz Ace



so yeah, Im almost done with Tidus :af:




Hm... How about instead of cycling though spells with a taunt... Maybe the taunt should charge up like Cloud's up taunt, and change the spell to Ultima?

Anyway, what did Aafyre's move set say to do for the ones you need ideas for? Maybe those could be used?

Anyway, don't forget Tidus is dodgy, he can dodge with his attacks, and counter, but they have some start up, so if your foe predicts you, they can punish you.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Hackingstar on August 12, 2011, 07:32:00 AM
yeah i agree with data Tidus is quite the dodging type of character. XD


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: _Data_Drain_ on August 12, 2011, 07:52:48 AM
On a Sephiroth related note... I think his air control needs to be down toned. He can kinda... Dash dance in the air if you mash the control stick left and right repeatedly...

This would also fix issues I have with forward air I believe. (I know you said there wasn't a way to make him have landing lag... But how come Cloud has some on neutral air? Maybe check into that?)


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: SiLeNtDo0m on August 12, 2011, 08:13:12 AM
On a Sephiroth related note... I think his air control needs to be down toned. He can kinda... Dash dance in the air if you mash the control stick left and right repeatedly...


I'm surprised this problem wasn't addressed.  It was one that was apparent from the very beginning.  I didn't comment on it, because I thought it was obvious and I thought someone else had said it.  His air mobility is like mastaklo's Shadow's XD  For the regular and weak versions, I'd recommend putting it back to what Marth's air mobility was.  It should stay for the OPed versions though.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: _Data_Drain_ on August 12, 2011, 08:40:18 AM
I'm surprised this problem wasn't addressed.  It was one that was apparent from the very beginning.  I didn't comment on it, because I thought it was obvious and I thought someone else had said it.  His air mobility is like mastaklo's Shadow's XD  For the regular and weak versions, I'd recommend putting it back to what Marth's air mobility was.  It should stay for the OPed versions though.
Yeah, I already said something about it, no one fixed it though... Anyway, I think forward air also needs a TINY bit of landing lag, as much as Cloud's neutral air.

In exchange though, it can keep the damage it has now, since it would be laggier, but still be a great spacing tool.

And actually, I think his air mobility should be WORSE then Marth's. Not by TOO much, but a noticeable bit.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Thundaga_T2 on August 12, 2011, 01:40:09 PM
About Tidus, you could put Quick Hit in there somewhere, perhaps as his Down Special


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Eternal Yoshi on August 12, 2011, 03:32:11 PM
Snip

Sounds good. I somehow have Dissidia 012 models, animations and stuff, so I can provide you with his models and animations if you PM me provided you tell me which file it is since I'm kinda lost on the file naming system. All I have is his FFX costume and his normal Dissidia Costume.

Edit: I found his third costume.



Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: DivineOverlord on August 12, 2011, 03:36:57 PM
Sounds good. I somehow have Dissidia 012 models, animations and stuff, so I can provide you with his models and animations if you PM me provided you tell me which file it is since I'm kinda lost on the file naming system. All I have is his FFX costume and his normal Dissidia Costume.

Edit: I found his third costume.



O_o


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Hackingstar on August 12, 2011, 05:11:10 PM
just for amusement and a little surprise...

http://www.youtube.com/watch?v=WkndYIXiOcY


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: MandoWolfe on August 12, 2011, 05:21:17 PM
wow nice sora voices. it's too bad it's his KH voice and not his KH2 voice. but great job with the voices Hstar


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Hackingstar on August 12, 2011, 05:29:06 PM
uh yeah. i got them at

http://www.sounds-resource.com/

there was some sora kh2 voice clips but there were only five sounds  :oshi:


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: DivineOverlord on August 13, 2011, 12:46:22 AM
mkay, I should be done with Tidus really soon XD.

All I need now is down smash and up Smash ideas and Im bascially done lol


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Albafika on August 13, 2011, 01:03:08 AM
Aaand my Wii's working again. :D


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Tasty Pumpkin Clock on August 13, 2011, 01:07:47 AM
(Dissidia explanations)

Hop Step:
Slash with sword and knock opponent away with a kick. Fast execution but very low range.

^A quick sword slash, and if it hits then additionally he kicks them away. It's a good dodgy move that fits Tidus. Sounds like a good down smash.

Stick & Move:
Dodge and throw sword at opponent. Can control the direction of the dodge with the analog stick.

^ Well he wouldn't dodge but you can have him throw the sword just a little bit into the air above him. Maybe it would spin once before he caught it. That could be his Up Smash.



Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Thundaga_T2 on August 13, 2011, 02:22:10 AM
(Dissidia explanations) Hop Step: Slash with sword and knock opponent away with a kick. Fast execution but very low range. ^A quick sword slash, and if it hits then additionally he kicks them away. It's a good dodgy move that fits Tidus. Sounds like a good down smash. Stick & Move: Dodge and throw sword at opponent. Can control the direction of the dodge with the analog stick. ^ Well he wouldn't dodge but you can have him throw the sword just a little bit into the air above him. Maybe it would spin once before he caught it. That could be his Up Smash.
Those are some good ideas right there, you know his Cut & Run could be his forward special too, where it'd act similar to Ike's Quick Draw, but instead hits like Wolf's Fire Wolf.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: DivineOverlord on August 13, 2011, 03:03:51 AM
Those are some good ideas right there, you know his Cut & Run could be his forward special too, where it'd act similar to Ike's Quick Draw, but instead hits like Wolf's Fire Wolf.

yup thats what I have as his forward Special lol

I just finished that sword throw animation which I am thinking of putting it as his Down Special on ground. maybe the same for down special in air?


I have an UP Smash animation done (its a air brake dancing kick move he does in dissidia). Now all I need is:

DOWN Smash: ????

right now his side A is throw blitz ball but I'm wondering if I should have it as quick hit but then I dont know where to put "throw blitz ball forward" move since:

B special: spell cast
B special in air: Energy Rain
Forward Special: cut and Run (that thrusting stab he does)
Forward B in air: ^ Same?
Down B Special: Throws his sword
Down B in air: ????





Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Tasty Pumpkin Clock on August 13, 2011, 03:15:24 AM
Shouldn't his dash attack be cut and run? I mean he's already running.... lol it makes sense.
And forward special could be his Blitz Ball move.

I hope one of his throws is him kicking his opponent like a blitz ball :D


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: DivineOverlord on August 13, 2011, 03:18:25 AM
Shouldn't his dash attack be cut and run? I mean he's already running.... lol it makes sense.
And forward special could be his Blitz Ball move.

I hope one of his throws is him kicking his opponent like a blitz ball :D

oh his dash attack is Slice N Dice XD....That sounds like a good idea though for the throw.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Tasty Pumpkin Clock on August 13, 2011, 04:29:57 AM
I thought throwing the blitz ball was forward tilt? And aiming up and down would change how he throws it? That's a really, really good idea. Why don't you do that?


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: _Data_Drain_ on August 13, 2011, 05:32:24 AM
I thought throwing the blitz ball was forward tilt? And aiming up and down would change how he throws it? That's a really, really good idea. Why don't you do that?
Yeah, that would be a good idea actually.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Hackingstar on August 13, 2011, 11:43:23 AM
(just to say) well since DO's psa EPICNESS will PROBABLY (as he stated) continue UNTIL (as he stated) September 23rd...and that's my birthday!  ;D (the real point here is that when DO might stop making psa's on that date is that that date is my birthday) so yeah... ;D

then again i feel bad that DO has to end all of this epicness on MY birthday :-\


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: DivineOverlord on August 13, 2011, 01:30:43 PM
I thought throwing the blitz ball was forward tilt? And aiming up and down would change how he throws it? That's a really, really good idea. Why don't you do that?

yeah I guess so lol. He throws the blitz ball pretty far so I think I'll have that move do very little damage. I just dont know what to put as down smash since I want it to be something that can hit from both sides lol


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Thundaga_T2 on August 13, 2011, 01:34:09 PM
yeah I guess so lol. He throws the blitz ball pretty far so I think I'll have that move do very little damage. I just dont know what to put as down smash since I want it to be something that can hit from both sides lol
How about the move where he jumps up and comes down spinning, that could hit both sides, though i cant imagine it having much range. I dont remember the name, but its a bravery attack.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: DivineOverlord on August 13, 2011, 02:11:07 PM
oh is it in this video? http://www.youtube.com/watch?v=q4crDIAHzVg

The down Air A animation I made sounds similar to what you said.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Thundaga_T2 on August 13, 2011, 03:40:39 PM
oh is it in this video? [url]http://www.youtube.com/watch?v=q4crDIAHzVg[/url] The down Air A animation I made sounds similar to what you said.
Yeah he does it at 1:45, the name is there too: Dart & Weave. Well, i guess it would work for down air too. Whichever works lol, if you did this already then dont change it, it could work. Do you have Jecht Shot on any moves yet?


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: DivineOverlord on August 13, 2011, 03:42:26 PM
Yeah he does it at 1:45, the name is there too: Dart & Weave. Well, i guess it would work for down air too. Whichever works lol, if you did this already then dont change it, it could work. Do you have Jecht Shot on any moves yet?
Alright, after watching a bunch of videos I think I have an idea of what to use for down Smash....


yeah, Jecht shot is forward air, the animation is exactly like the one in dissidia :af:


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Hackingstar on August 13, 2011, 03:49:09 PM
by any chance, are you using the soccer ball item for the blitzball?


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: DivineOverlord on August 13, 2011, 03:51:05 PM
by any chance, are you using the soccer ball item for the blitzball?

yeah, but I re-textured it to resemble the blitz ball and I added a bubble effect to his sword.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Thundaga_T2 on August 13, 2011, 03:56:15 PM
Alright, after watching a bunch of videos I think I have an idea of what to use for down Smash.... yeah, Jecht shot is forward air, the animation is exactly like the one in dissidia :af:
Sometimes i feel like the characters in Dissidia dont have enough moves to make a PSA out of, i guess you're gonna improvise on some moves then lol. You could probably take some ideas from FFX, im sure you did with the Spell Cast B move. Not that he does much there though. I got some ideas for taunts if you're considering those yet lol:

1. Toss up sword and catches it (FFX victory animation)

2. Rears back and laughs (from that awkward laughing scene in FFX at Luca with Yuna) this one is a maybe lol, but if you want it use it lol.

3. Stands up straight and scratches the back of his head (like he does in some scenes if FFX)

4. Twirls blitzball on 1 finger, like a basketball

I will leave it up to you to decide which directions these could be assigned to, i have no clue lol


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: DivineOverlord on August 13, 2011, 04:02:35 PM
Sometimes i feel like the characters in Dissidia dont have enough moves to make a PSA out of, i guess you're gonna improvise on some moves then lol. You could probably take some ideas from FFX, im sure you did with the Spell Cast B move. Not that he does much there though. I got some ideas for taunts if you're considering those yet lol:

1. Toss up sword and catches it (FFX victory animation)

2. Rears back and laughs (from that awkward laughing scene in FFX at Luca with Yuna) this one is a maybe lol, but if you want it use it lol.

3. Stands up straight and scratches the back of his head (like he does in some scenes if FFX)

4. Twirls blitzball on 1 finger, like a basketball

I will leave it up to you to decide which directions these could be assigned to, i have no clue lol


Actually, he has tons of moves that I can use but most of them look like air attacks lol and very few moves look like grounded ones. Those taunt ideas sound good, I haven't gotten there yet though haha. I had to make sooo many new animations for all his attacks.  the only attacks that are the same are down A and back Air lol which I think are ok.

I finished up his final smash animation in air now working on the grounded version.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Tasty Pumpkin Clock on August 13, 2011, 10:04:07 PM
Down Tilt or Down Smash?
For Down Smash if you still need an idea it could still be Hop Step. He could swing his sword and then kick backwards. That way it's an attack that hits both ways.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Thundaga_T2 on August 13, 2011, 10:12:37 PM
Down Tilt or Down Smash? For Down Smash if you still need an idea it could still be Hop Step. He could swing his sword and then kick backwards. That way it's an attack that hits both ways.
How would this hit behind him? Unless you meant that his body will do damage as he moves backwards, is this what you meant?


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Tasty Pumpkin Clock on August 13, 2011, 10:15:44 PM
Did you read it? He would swing forwards but kick backwards.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Double D. on August 13, 2011, 10:36:08 PM
Hey Divine, did you ever consider giving Sephiroth his wait animation from FFVII? Here some images

http://images.wikia.com/finalfantasy/images/7/75/Sephiroth_Final_BossFFVII.png

http://thelifestream.net/wp-content/uploads/shirtlesssephy.jpg

http://www.creativeuncut.com/gallery-07/art/dff-sephiroth-cg.jpg  <---top torso of him is right but his legs arent supposed to be bent, he needs to be standing straight up like the previous two pics above


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: DivineOverlord on August 13, 2011, 11:13:02 PM
Down Tilt or Down Smash?
For Down Smash if you still need an idea it could still be Hop Step. He could swing his sword and then kick backwards. That way it's an attack that hits both ways.


COOL. is there a video that shows this move? XD.


Hey Divine, did you ever consider giving Sephiroth his wait animation from FFVII? Here some images

[url]http://images.wikia.com/finalfantasy/images/7/75/Sephiroth_Final_BossFFVII.png[/url]

[url]http://thelifestream.net/wp-content/uploads/shirtlesssephy.jpg[/url]

[url]http://www.creativeuncut.com/gallery-07/art/dff-sephiroth-cg.jpg [/url] <---top torso of him is right but his legs arent supposed to be bent, he needs to be standing straight up like the previous two pics above



that seems pretty good. The current wait animations are too stiff. I'm gonna revamp a couple of animations.


do you guys prefer this to be wait 1?

(http://thelifestream.net/wp-content/uploads/shirtlesssephy.jpg)


but then its not coherent with the current walk animations unless I go back to the one we had before.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Thundaga_T2 on August 13, 2011, 11:17:39 PM
Did you read it? He would swing forwards but kick backwards.
Oh so you meant that he kicks in the opposite direction that he swings the sword in, thats not how the move is supposed to work, but i guess that could work.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Double D. on August 13, 2011, 11:18:11 PM
I definately co-sign to that as his new animation  ;D


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Hackingstar on August 13, 2011, 11:19:24 PM
COOL. is there a video that shows this move? XD.



that seems pretty good. The current wait animations are too stiff. I'm gonna revamp a couple of animations.


do you guys prefer this to be wait 1?

([url]http://thelifestream.net/wp-content/uploads/shirtlesssephy.jpg[/url])


but then its not coherent with the current walk animations unless I go back to the one we had before.


how about a poll? XD


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Albafika on August 13, 2011, 11:21:04 PM
I'd like that ine instead. I always prefered that one.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Double D. on August 13, 2011, 11:23:04 PM
I like his FFVII and his KH2 wait animations so for me its a toss up between them both...im gonna post the KH2 version below

http://www.youtube.com/watch?v=DgQ-MT27tw0  Around 2:05 and beyond


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Hackingstar on August 13, 2011, 11:26:13 PM
okaaay here's the poll...if DO wants to put up a poll

Which Wait animation of sephiroth do you prefer

FFVII
KH2
DISSIDIA


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: DivineOverlord on August 13, 2011, 11:26:21 PM
Alrighty, I'm gonna try out that new animation for sephy and return the walk animations to the ones we had before tormods walk animations just so that the wait animation is coherent with the walk and run. Its gonna look great ;D



oh yeah, I can't put a poll on this topic because it doesnt give me the option to lol


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Hackingstar on August 13, 2011, 11:29:16 PM
oh ok


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Double D. on August 13, 2011, 11:40:10 PM
Isn't the Dissidia one the wait anim he's using now?


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: xZedkiel on August 14, 2011, 12:13:57 AM
Dissidia. o:


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Tormod on August 14, 2011, 12:19:30 AM
okaaay here's the poll...if DO wants to put up a poll

Which Wait animation of sephiroth do you prefer

FFVII
KH2
DISSIDIA


Well this is technically labeled KH2/FF7/DIS Sephiroth, so let's use all three. Wait1, Wait2 and Wait3. Right now we only use Wait1.

p.s. I'm gonna post a video of the hair-flowing sephiroth in a bit. I got distracted trying to make his coat free flowing too but i'll get to that later.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: DivineOverlord on August 14, 2011, 01:06:49 AM
Well this is technically labeled KH2/FF7/DIS Sephiroth, so let's use all three. Wait1, Wait2 and Wait3. Right now we only use Wait1.

p.s. I'm gonna post a video of the hair-flowing sephiroth in a bit. I got distracted trying to make his coat free flowing too but i'll get to that later.


oh that's a great Idea XD. cant wait to see the hair flowing sephy you made XD


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Tasty Pumpkin Clock on August 14, 2011, 01:11:59 AM
I'm indifferent about the Waits... as long as it looks good. :P
And so looking forward to the video Tormod! :D


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: _Data_Drain_ on August 14, 2011, 04:49:03 AM
Well this is technically labeled KH2/FF7/DIS Sephiroth, so let's use all three. Wait1, Wait2 and Wait3. Right now we only use Wait1.

p.s. I'm gonna post a video of the hair-flowing sephiroth in a bit. I got distracted trying to make his coat free flowing too but i'll get to that later.
Actually... Never mind what I said in this post originally, his FFVII wait would be fine with me.

But, most of his animations will transition oddly... You would have to go back and fix a bunch of animations... I'm honestly fine with his current one too, so do what you feel is best.

(But still don't forget to fix his air movement, as SDo0m said, it's like Mastaklo's Shadow's, too good. And if possible, make him have landing lag like Cloud's neutral air when he lands with forward air... Although, then again, fixing his air movement might fix any balance flaws with this move, so... For now, just change the air movement.)


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Eternal Yoshi on August 14, 2011, 05:22:11 AM
You know you can always make in increase in gravity and terminal velocity to compensate for the air moblity like how Falcon, Wolf, and Gray Fox use high gravity and terminal velocity to compensate for their high maximum horizontal air velocity.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: _Data_Drain_ on August 14, 2011, 05:33:15 AM
You know you can always make in increase in gravity and terminal velocity to compensate for the air moblity like how Falcon, Wolf, and Gray Fox use high gravity and terminal velocity to compensate for their high maximum horizontal air velocity.
That's not what I mean, he can actually DASH DANCE in the air... This needs fixing EY.

I don't think high gravity and terminal velocity will fix that.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: DivineOverlord on August 14, 2011, 05:33:34 AM
Actually... Never mind what I said in this post originally, his FFVII wait would be fine with me.

But, most of his animations will transition oddly... You would have to go back and fix a bunch of animations... I'm honestly fine with his current one too, so do what you feel is best.

(But still don't forget to fix his air movement, as SDo0m said, it's like Mastaklo's Shadow's, too good. And if possible, make him have landing lag like Cloud's neutral air when he lands with forward air... Although, then again, fixing his air movement might fix any balance flaws with this move, so... For now, just change the air movement.)


lol I saw that discussion between you and sdoom yesterday XD....I'll work on sephy a little more after I finish up Tidus. I'm really really close to finishing him. I just need to finish up his final smash and make room for spell cast in his specials tab ;D

You know you can always make in increase in gravity and terminal velocity to compensate for the air moblity like how Falcon, Wolf, and Gray Fox use high gravity and terminal velocity to compensate for their high maximum horizontal air velocity.

yeah thats true. I don't remember giving sephy more air mobility now that I thought about it.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Tormod on August 14, 2011, 05:53:26 AM
That's not what I mean, he can actually DASH DANCE in the air... This needs fixing EY.

I don't think high gravity and terminal velocity will fix that.


This is true, he already falls pretty fast as it is.

As promised..
http://www.youtube.com/watch?v=CxGSM3kFF9o


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: DivineOverlord on August 14, 2011, 05:55:19 AM
This is true, he already falls pretty fast as it is.

As promised..
[url]http://www.youtube.com/watch?v=CxGSM3kFF9o[/url]



 :patrick:


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Hackingstar on August 14, 2011, 05:55:26 AM
HOLY [censored]! EPICNESS!  ;D


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: _Data_Drain_ on August 14, 2011, 06:03:53 AM
This is true, he already falls pretty fast as it is.

As promised..
[url]http://www.youtube.com/watch?v=CxGSM3kFF9o[/url]

Yeah, he already falls fast, he needs to not be able to dash dance in the air, it's noticeable when fighting a CPU Sephiroth, he abuses that as a CPU... Too bad otherwise though he fails as an AI. XD

Anyway, so how did you make the hair move? The only odd thing is, from what I can see, the texture looks less detailed.

But otherwise, not bad, Aaf just needs to fix up the vertex a bit, and if you can get the other parts of him to move, that would be cool... Although... How much do his bangs move in the games? I feel they should move less then the back of the hair, and coat...

Since I bet he puts a good bit of hair gel in those bangs. XD


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: DivineOverlord on August 14, 2011, 06:05:14 AM
Yeah, he already falls fast, he needs to not be able to dash dance in the air, it's noticeable when fighting a CPU Sephiroth, he abuses that as a CPU... Too bad otherwise though he fails as an AI. XD

Anyway, so how did you make the hair move? The only odd thing is, from what I can see, the texture looks less detailed.

But otherwise, not bad, Aaf just needs to fix up the vertex a bit, and if you can get the other parts of him to move, that would be cool... Although... How much do his bangs move in the games? I feel they should move less then the back of the hair, and coat...

Since I bet he puts a good bit of hair gel in those bangs. XD


:af: I suddenly got the urge to work on sephiroth again XD


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Hackingstar on August 14, 2011, 06:06:41 AM
cool but after tidus ok? or if you want to postpone your progress on him (tidus) if that's your choice.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: DivineOverlord on August 14, 2011, 06:10:16 AM
cool but after tidus ok? or if you want to postpone your progress on him (tidus) if that's your choice.

oh I'm pretty much done with Tidus, just need to make his final smash animation. I was stuck on figuring out how his final smash works (code wise) but I figured it out ;D...Everything on Tidus is really good. I'll release a beta soon, and apply one update based on feedback then upload the final version since all his moves are pretty much going to stay....With sephiroth, there's some animations I wanna revamp and put more effort into it now that he finally has his hair moving ;D


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Hackingstar on August 14, 2011, 06:12:06 AM
ah XD. well good luck to all of you then (DO, Hollow, BigBadBooya, Tormod)...though you and tormod seem to be the only ones working on this so yeah...just sayin'.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: _Data_Drain_ on August 14, 2011, 06:17:09 AM
ah XD. well good luck to all of you then (DO, Hollow, BigBadBooya, Tormod)...though you and tormod seem to be the only ones working on this so yeah...just sayin'.
Heh, yeah... Poor DO and Tormod... Having to do all the work, while the others lay back. XD

Anyway, I'll be sure to give feedback on both, Sephiroth, and Tidus. :)


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: DivineOverlord on August 14, 2011, 06:19:38 AM
Heh, yeah... Poor DO and Tormod... Having to do all the work, while the others lay back. XD

Anyway, I'll be sure to give feedback on both, Sephiroth, and Tidus. :)

haha its all good. I kinda have fun making PSA's since it keeps my mind busy and out of trouble.  :af:


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Hackingstar on August 14, 2011, 06:27:34 AM
and once again i state...this is highly impossible to happen for this psa

http://www.youtube.com/watch?v=OJvlzcW4TT0

...maybe not but it certainly feels like a slow time killer XD...yeah ok i'm done..


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: DivineOverlord on August 14, 2011, 06:31:04 AM
and once again i state...this is highly impossible to happen for this psa

[url]http://www.youtube.com/watch?v=OJvlzcW4TT0[/url]

...maybe not but it certainly feels like a slow time killer XD...yeah ok i'm done..



I bet I can make it. But would everyone like this final smash?


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: _Data_Drain_ on August 14, 2011, 06:33:26 AM

I bet I can make it. But would everyone like this final smash?
Well, if it's start up is like Ike's final smash... And it's a one hit kill... Well, for a final smash, it would be balanced. Since most can kill more then one player easy... *Death glares Super Sonic*

And, it would be cinematic... Something PSAs lack with final smashes... I'd say go for it if possible. :P


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: DivineOverlord on August 14, 2011, 06:47:49 AM
Well, if it's start up is like Ike's final smash... And it's a one hit kill... Well, for a final smash, it would be balanced. Since most can kill more then one player easy... *Death glares Super Sonic*

And, it would be cinematic... Something PSAs lack with final smashes... I'd say go for it if possible. :P

yeah I'll try lol....I wonder when that new Sephiroth by Tormod will be released .-.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Albafika on August 14, 2011, 07:12:45 AM
....I'm hyped.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: _Data_Drain_ on August 14, 2011, 07:30:12 AM
Divine, don't forget to look this over, and adjust Sephiroth like I said here.
Damage.

AAA, can be left alone.

Side tilt, 13% if all hits hit.

Down tilt, I'd say leave it as is.

Up tilt, same.

Dash attack, maybe 7%.

Side smash, no sweetspot at the tip, 8% or 9%, kills Mario at 155% and charges like normal, no new attack for the full charge smash attack, it just gets as powerful as a normal full charge smash gets... But... After an up taunt, it becomes Octoslash, after swapping the up taunt to side taunt, and making the wing taunt turn on and off the wing, the new up taunt should be a charging taunt, he charges for about 3 seconds, or 3 in a half, just a bit less then SDo0m's Cloud's... After the charge, he can do Octoslash, this would have 5 slashes, if the first hit misses though... Well, think of his side tilt, but less lag.

If it hits, it should do about what it does now, maybe just a bit more, and be so fast slashing, the foe can't get out, and on the fifth slash, any part of the blade would kill at about 110%. The reason behind this, is to give the Final Fantasy series it's own gimmick, like how all Fire Emblem characters have a counter. Something like this idea can also be done for Tidus, and Diabolos.

Up smash, leave it be damage wise, however knock back wise, it should kill Mario at 120%, the hit box... Maybe should stay out a bit longer? This way it can be a dodge roll punishing kill move, since Sephiroth will be vulnerable from behind... I want this to be a bit of a mind game kill move, make the foe SO sure they can get behind him... Then BAM! Killed by up smash. :P

Also, the animation needs editing, so the sword is right in front of him when the move starts, part of it's problem is the odd hitbox it has...

Down smash, 16%, and should be able to kill Mario at 110%, nerf the hit box range downward, but otherwise leave it as is, it makes a good spot dodge punishing kill move. And edge guard kill move.

Forward air, no sweet spot damage, just strictly 6%, or 7% for all parts of the blade, this way if spammed, it would only do 3% or 4% damage, thanks to stale moves.

Neutral air, no tipped sweet spot, and little kill power, 11% damage if both hits hit.

Up air, 17% damage if all hits hit.

Down air, leave the damage as is, however, there should be a sweet spot right at the center... The knock back should kill Mario un-sweet spotted at 145%. But at the center, 115%.

Back air... We'll wait until the actual attack has been made, if it's like I want it, slow, but has a lot of knock back... 16%.

Neutral B ground, uncharged, 6%, level two, 11% damage, level three, 22%. It also needs to not be canceled if it hits a foe's attack... It should go through the foe's attacks. However knock back wise, leave it as is, level three is hard as heck to hit with anyway.

Neutral B air, 37%, with no kill power at all, it shouldn't even be able to kill Jigglypuff at 999% damage. :P Also, it should allow A moves to be used after it's used, but no B button moves, Hollow did this coding for side and down B air before, so it's possible.

Side B ground, leave it as is, but adjust the hit box to make it more reliable.

Side B air, it can at the moment deal 18% if all hits hit... But I'd say leave it be, because not all hits are gonna likely hit, plus the move is unsafe to spam. It makes a good cross up move.

Up B, maybe 10%? And no sweet spot, it should be able to kill Mario at 140%, it should also have a tad bit more start up perhaps... And slower rising speed, like in Dissidia.

Down B ground, level one charge, leave it be, level two, it can deal 18%... Perhaps 15%? Level three, at the moment can deal 32%, this should be 30%, I take back what I said about it earlier, since it can be DI'd out of, it's only broken in a stage with a ceiling. But it's still avoidable.

Down B air, give the third hit more knock back, and if possible, make the hits come out faster. Or more hit stun, so the foe doesn't shield out of it even if it hits them.

Final smash... Well, there should be for now only one, this would save file space... It should be Hollow's final smash, since it looks the best out of the two, also, it should deal really high damage, but not kill in one hit... I'd say it could deal 150% damage, but not kill.

And yeah, fix the air movement... And coding wise, this should be the final changes needed.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Albafika on August 14, 2011, 07:37:48 AM
Divine, don't forget to look this over, and adjust Sephiroth like I said here.
Damage.

AAA, can be left alone.

Side tilt, 13% if all hits hit.

Down tilt, I'd say leave it as is.

Up tilt, same.

Dash attack, maybe 7%.

Side smash, no sweetspot at the tip, 8% or 9%, kills Mario at 155% and charges like normal, no new attack for the full charge smash attack, it just gets as powerful as a normal full charge smash gets... But... After an up taunt, it becomes Octoslash, after swapping the up taunt to side taunt, and making the wing taunt turn on and off the wing, the new up taunt should be a charging taunt, he charges for about 3 seconds, or 3 in a half, just a bit less then SDo0m's Cloud's... After the charge, he can do Octoslash, this would have 5 slashes, if the first hit misses though... Well, think of his side tilt, but less lag.

If it hits, it should do about what it does now, maybe just a bit more, and be so fast slashing, the foe can't get out, and on the fifth slash, any part of the blade would kill at about 110%. The reason behind this, is to give the Final Fantasy series it's own gimmick, like how all Fire Emblem characters have a counter. Something like this idea can also be done for Tidus, and Diabolos.

Up smash, leave it be damage wise, however knock back wise, it should kill Mario at 120%, the hit box... Maybe should stay out a bit longer? This way it can be a dodge roll punishing kill move, since Sephiroth will be vulnerable from behind... I want this to be a bit of a mind game kill move, make the foe SO sure they can get behind him... Then BAM! Killed by up smash. :P

Also, the animation needs editing, so the sword is right in front of him when the move starts, part of it's problem is the odd hitbox it has...

Down smash, 16%, and should be able to kill Mario at 110%, nerf the hit box range downward, but otherwise leave it as is, it makes a good spot dodge punishing kill move. And edge guard kill move.

Forward air, no sweet spot damage, just strictly 6%, or 7% for all parts of the blade, this way if spammed, it would only do 3% or 4% damage, thanks to stale moves.

Neutral air, no tipped sweet spot, and little kill power, 11% damage if both hits hit.

Up air, 17% damage if all hits hit.

Down air, leave the damage as is, however, there should be a sweet spot right at the center... The knock back should kill Mario un-sweet spotted at 145%. But at the center, 115%.

Back air... We'll wait until the actual attack has been made, if it's like I want it, slow, but has a lot of knock back... 16%.

Neutral B ground, uncharged, 6%, level two, 11% damage, level three, 22%. It also needs to not be canceled if it hits a foe's attack... It should go through the foe's attacks. However knock back wise, leave it as is, level three is hard as heck to hit with anyway.

Neutral B air, 37%, with no kill power at all, it shouldn't even be able to kill Jigglypuff at 999% damage. :P Also, it should allow A moves to be used after it's used, but no B button moves, Hollow did this coding for side and down B air before, so it's possible.

Side B ground, leave it as is, but adjust the hit box to make it more reliable.

Side B air, it can at the moment deal 18% if all hits hit... But I'd say leave it be, because not all hits are gonna likely hit, plus the move is unsafe to spam. It makes a good cross up move.

Up B, maybe 10%? And no sweet spot, it should be able to kill Mario at 140%, it should also have a tad bit more start up perhaps... And slower rising speed, like in Dissidia.

Down B ground, level one charge, leave it be, level two, it can deal 18%... Perhaps 15%? Level three, at the moment can deal 32%, this should be 30%, I take back what I said about it earlier, since it can be DI'd out of, it's only broken in a stage with a ceiling. But it's still avoidable.

Down B air, give the third hit more knock back, and if possible, make the hits come out faster. Or more hit stun, so the foe doesn't shield out of it even if it hits them.

Final smash... Well, there should be for now only one, this would save file space... It should be Hollow's final smash, since it looks the best out of the two, also, it should deal really high damage, but not kill in one hit... I'd say it could deal 150% damage, but not kill.

And yeah, fix the air movement... And coding wise, this should be the final changes needed.
With all this, he's pretty much done. All he'll need is Aafyre's revamp on the Vertex and Tormod's final animation edits.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: SiLeNtDo0m on August 14, 2011, 07:39:53 AM
With all this, he's pretty much done. All he'll need is Aafyre's revamp on the Vertex and Tormod's final animation edits.

And it only took about 9 months or so and over 200 pages of feedback ^^

Nah, I'm just messin with ya guys.  Large projects take time


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Albafika on August 14, 2011, 07:46:54 AM
And it only took about 9 months or so and over 200 pages of feedback ^^

Nah, I'm just messin with ya guys.  Large projects take time
xD Totally. Took over 200 pages and 2 old threads. It was starting to get tiring honestly, but Tormod just lit my fire again. <.< >.> And DO's, as well, it seems. XD


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: _Data_Drain_ on August 14, 2011, 07:51:15 AM
And it only took about 9 months or so and over 200 pages of feedback ^^

Nah, I'm just messin with ya guys.  Large projects take time
Either way though, it's well worth it to have probably the best Marth PSA yet. :P

Edit:

Also... DO, never mind the landing lag on forward air, all it needs is the damage I said, Wolfric was punishing me pretty good in a Wifi match we had. XD


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: MandoWolfe on August 14, 2011, 02:47:05 PM
i agree with Data on what should be done. and if you could make that final that HStar said then that would be awesome. :D i hope this get's done soon.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Hackingstar on August 14, 2011, 02:53:19 PM
Well, if it's start up is like Ike's final smash... And it's a one hit kill... Well, for a final smash, it would be balanced. Since most can kill more then one player easy... *Death glares Super Sonic*

And, it would be cinematic... Something PSAs lack with final smashes... I'd say go for it if possible. :P

....I'm hyped.

i agree with Data on what should be done. and if you could make that final that HStar said then that would be awesome. :D i hope this get's done soon.

Alright so that's 3 ppl who like idea of Dissidia Supernova and would like to see it done so...yeah.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Thundaga_T2 on August 14, 2011, 03:22:37 PM
Alright so that's 3 ppl who like idea of Dissidia Supernova and would like to see it done so...yeah.
I like the idea of it too, so theres 4 :D


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: MandoWolfe on August 14, 2011, 03:31:50 PM
alright! well i really hope DO does this. :D


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: xZedkiel on August 14, 2011, 05:45:46 PM
*Guy Sensei's voice* Make that five, people, make that five...


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Hackingstar on August 14, 2011, 05:50:30 PM
oh we got 5 we got 5. anybody else?


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: xZedkiel on August 14, 2011, 05:58:09 PM
Oh and I forgot to say something, I was trying to edit the sfx, but I gave up because the animations all were on different moves and whatnot. o.o What happened?


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: _Data_Drain_ on August 14, 2011, 06:09:05 PM
On a bit of a random note, you all know how I said I had a Wifi match with Wolfric?
http://www.youtube.com/watch?v=ZF6I_wWPXUU
Yeah, there it is. :P
My epic fail at the end included.
And yeah, forward air doesn't really need landing lag... Though his grab could use more start up time.

And... Uh... Sephiroth's graphics are odd, due to the way the Yoshi port works. If Marth is loaded first, then Sephiroth uses Marth's graphics.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: DivineOverlord on August 14, 2011, 06:22:54 PM
UPdate on Tidus XD

I managed to get this as his final smash.  ;D

http://www.youtube.com/watch?v=4NX4NJFVrf8



Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Hackingstar on August 14, 2011, 06:23:55 PM
0.0 is it seriously cinematic like that? if it is...can we see it?  :af:


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: DivineOverlord on August 14, 2011, 06:25:04 PM
0.0 is it seriously cinematic like that? if it is...can we see it?  :af:

oh minus the background graphics lol. I was going to use them but the game couldn't handle too many gfx or a large one like that.  I'll try one more time though.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Hackingstar on August 14, 2011, 06:27:12 PM
ok then.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: _Data_Drain_ on August 14, 2011, 06:50:08 PM
oh minus the background graphics lol. I was going to use them but the game couldn't handle too many gfx or a large one like that.  I'll try one more time though.
If you have to, make the background turn black?


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: DivineOverlord on August 14, 2011, 06:55:33 PM
If you have to, make the background turn black?

how?


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: SmashClash on August 14, 2011, 06:56:31 PM
how?
Go to Screen Tint in the subaction parameters.
Make it I suppose FFFFFF lol


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: DivineOverlord on August 14, 2011, 07:00:57 PM
Go to Screen Tint in the subaction parameters.
Make it I suppose FFFFFF lol

oh thats right, I remember using that code on ganondorf before lol


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Hackingstar on August 14, 2011, 07:05:47 PM
background ftw! XD


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: _Data_Drain_ on August 14, 2011, 07:48:08 PM
oh thats right, I remember using that code on ganondorf before lol
Hm... The background could also be orange.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: DivineOverlord on August 14, 2011, 08:19:11 PM
Hm... The background could also be orange.

I couldnt get the screen tint to work but the final smash I made looks really cool and doesnt need a screen tint XD.  I finished all his moves now working on throws and taunts/win animations.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: lightning29 on August 14, 2011, 08:20:57 PM
i agree with the new final smash also


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Hackingstar on August 14, 2011, 08:41:51 PM
ohhohohohooo that's 6.(i'm just doing this for fun DO already said he'd give it a shot...or did he?...anyways anybody else?)


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Tasty Pumpkin Clock on August 14, 2011, 08:46:19 PM
7


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Tormod on August 15, 2011, 08:23:10 AM
Anyway, so how did you make the hair move? The only odd thing is, from what I can see, the texture looks less detailed.

But otherwise, not bad, Aaf just needs to fix up the vertex a bit, and if you can get the other parts of him to move, that would be cool... Although... How much do his bangs move in the games? I feel they should move less then the back of the hair, and coat...

Since I bet he puts a good bit of hair gel in those bangs. XD

Yeah now that I think about it, I lowered the head resolution to match up with how I originally had the rest of the hair. Then I got the rest of the hair more detailed and never changed the base back.I originaly hexed a new bone structure, but it was unstable so it didn't work. I probably screwed it up somwhere. Then I thought about it more, and realized that if we change the bone structure, then other bones might blow in the wind instead of his "cape" lol, since changing bones affects other bones and the order of the bones would have to change. So I've been studying the data in the mdl0 file to change wich pologons and which verticies are moved by certain bones. If I can figure that out completely, I will take into consideration how much hair gel he may or may not use lol.

yeah I'll try lol....I wonder when that new Sephiroth by Tormod will be released .-.
I pm'd Aaf to see if he wants to do his revamp on it before it's released ;)

And count me as the 8th person who would like to see that final smash.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Puraidou on August 15, 2011, 08:24:59 AM
9!

If I can figure that out completely, I will take into consideration how much hair gel he may or may not use lol.
That made me lol pretty hard xD


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Hackingstar on August 15, 2011, 08:29:04 AM
alright if we can get at least 1 more person to say they want to see Dissidia Supernova on Sephiroth, then i can officially say to DO, "DO, you heard em' so please don't disappoint em'" XD i know i just said it but if one more person says they want to see it...then i'll say it again.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: songeflemy on August 15, 2011, 09:10:07 AM
10

I would like to see it.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Hackingstar on August 15, 2011, 09:17:04 AM
"DO, you heard em' so please don't disappoint em'"


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: BlazingBarrager on August 15, 2011, 10:08:01 AM
Hey are there going to be CSPs and such for him?


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Albafika on August 15, 2011, 10:14:14 AM
Hey are there going to be CSPs and such for him?
Yes, there will be. =)


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Hackingstar on August 15, 2011, 10:18:58 AM
there already is some...

http://forums.kc-mm.com/index.php?topic=19813.0

http://forums.kc-mm.com/index.php?topic=27455.0

http://forums.kc-mm.com/index.php?topic=26845.0


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: BlazingBarrager on August 15, 2011, 10:57:34 AM
We still don't have ingame stuff though, like the names that go below the character's portrait during gameplay.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Tasty Pumpkin Clock on August 15, 2011, 11:27:19 AM
I've seen stuff before... don't remember where but it's there somewhere.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: Albafika on August 15, 2011, 11:50:04 AM
I'll make 'em.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1 Beta XD
Post by: BlazingBarrager on August 15, 2011, 12:06:24 PM
Awesome.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: DivineOverlord on August 15, 2011, 03:15:35 PM
Here is a preview of Tidus's Final Smash

There are two version  and they differ from the way he kicks the ball.
Version 1 is my version which I think is better than version 2. where version 2 is Dissidia version.
http://www.youtube.com/watch?v=ap3a00xLgnI


http://www.youtube.com/watch?v=dx_oIHuiOgE


I'll start making Sephiroth's New Final Smash soon  :kdance:




Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: Hackingstar on August 15, 2011, 03:34:42 PM
:patrick:


also YAY  ;D


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: Thundaga_T2 on August 15, 2011, 03:39:37 PM
Is it just me, or do both of those look the same? Hmm, its awesome though, very nice! Oh, howcome it doesnt have any knockback, or did you not do that part of it yet?


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: DivineOverlord on August 15, 2011, 03:50:26 PM
Is it just me, or do both of those look the same? Hmm, its awesome though, very nice! Oh, howcome it doesnt have any knockback, or did you not do that part of it yet?


The difference between the two is the way he kicks the ball lol. I didn't put any knockback because this

http://www.youtube.com/watch?v=4NX4NJFVrf8

it has no knockback only damage


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: MandoWolfe on August 15, 2011, 03:51:42 PM
no the difference is the way he kicks the ball towards the end.

DO i cant wait to see how Sephiroth's new final smash is going to come out. :D


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: DivineOverlord on August 15, 2011, 03:58:30 PM
no the difference is the way he kicks the ball towards the end.

DO i cant wait to see how Sephiroth's new final smash is going to come out. :D


yup yup....

and yeah

http://www.youtube.com/watch?v=wirYGumbVUY

The animation is very easy to make. I'm gonna  think about how I'm going to make the graphics and everything else pull together nicely. ;D


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: Hackingstar on August 15, 2011, 04:04:50 PM
here's ideas.

for the meteors: charizard's rock.

the big fire finish...idk a big shining light? that explodes..XD


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: DivineOverlord on August 15, 2011, 04:17:47 PM
here's ideas.

for the meteors: charizard's rock.

the big fire finish...idk a big shining light? that explodes..XD

k im done sketching out his final smash. I'm gonna have it work like Ike's Final Smash (in terms of coding) that way no stage or building will get in the way as I rotate cameras.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: Hackingstar on August 15, 2011, 04:25:35 PM
...2 words...AWE. SOME.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: Tasty Pumpkin Clock on August 15, 2011, 04:46:52 PM
So looking forward to that. :D
Tidus's was so awesome, it really made me smile. Can't wait for Tidus.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: _Data_Drain_ on August 15, 2011, 04:59:17 PM
Wow, that's a pretty neat final smash DO, looks promising. :)And I can't wait for Sephiroth's new final smash. XD


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: DivineOverlord on August 15, 2011, 05:17:55 PM
:af: just wait till you see the rest of his moveset. I matched him to Dissidia really well. I gave him the taunts/victory animations he has in FFX...now all thats left are throws.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: ThyLASA on August 15, 2011, 06:10:54 PM
Looks nice broski.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: Thundaga_T2 on August 15, 2011, 08:12:07 PM
Did ya use my Tidus taunt ideas?  :af2: Really cant wait to see this.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: DivineOverlord on August 15, 2011, 08:19:24 PM
Did ya use my Tidus taunt ideas?  :af2: Really cant wait to see this.

lol yeah. I tried making the laughing animation but it kinda looks like hes throwing up lol...I'll try it again though.  the others came out fine.....right now I don't know what to put for throw F, Hi, and low. :/


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: Tasty Pumpkin Clock on August 15, 2011, 08:46:26 PM
Did you use the one where he kicks him like a blitzball?
Fthrow, he should throw the opponent forwards and then throw a blitz ball.
HiThrow, he should do that move where he throws a ball in the air and then does a back flip and kicks the ball. That's like his signature attack from FFX. So he throws the opponent into the air and does a back flip kick.
LowThrow, :/ no idea.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: Thundaga_T2 on August 15, 2011, 08:58:12 PM
Maybe his down throw could have him jump straight up, and then throw a blitzball straight down. Just throwing ideas out there, or maybe you could just have him kick the opponent forwards.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: DivineOverlord on August 15, 2011, 09:27:26 PM
^ cool. what about his entry? same as dissidia?


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: Tasty Pumpkin Clock on August 15, 2011, 09:46:59 PM
Yeah might as well. :D
And I like that idea for LowThrow a lot actually, the one of him jumping up and throwing the ball straight down.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: Thundaga_T2 on August 15, 2011, 09:53:47 PM
Yeah might as well. :D And I like that idea for LowThrow a lot actually, the one of him jumping up and throwing the ball straight down.
I actually had two ideas of this throw, one where the ball does one hit, and the other with the ball grinding the opponent into the ground. Which one sounds better to you?

[Edit] Also he should jump off of the opponents head when doing the jumping part of it


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: DivineOverlord on August 15, 2011, 10:07:04 PM
^ cool. I'll see what I can do. Looks like i won't be able to release Tidus till the weekend.


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: Tasty Pumpkin Clock on August 15, 2011, 10:08:41 PM
That sounds good too if it's possible. It sounds like it could be a little long? But I'm sure it could be made to work quickly.

Jumps off opponents head throws ball into ground, grinds for two seconds and then...?

I've been meaning to ask Divine, what happens to the balls after they're thrown?


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: Thundaga_T2 on August 15, 2011, 10:21:08 PM
That sounds good too if it's possible. It sounds like it could be a little long? But I'm sure it could be made to work quickly. Jumps off opponents head throws ball into ground, grinds for two seconds and then...? I've been meaning to ask Divine, what happens to the balls after they're thrown?
I think it should be about the same length as Metaknight's down throw, more or less.

I would assume the balls explode and disappear like in dissidia, thats what they should do anyway. If they dont hit anything, they should just disappear like normal projectiles do


Title: Re: KH2/FF7/DIS Sephiroth V4.3 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: DivineOverlord on August 15, 2011, 10:23:58 PM
^  you are correct XD




EDIT:

TORMOD ADDED THE MOVING HAIR VERSION OF SEPHIROTH  :af: :af: :af: :af: :af:


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: Ultraxwing on August 16, 2011, 03:08:13 AM
How!?!?

what did he do to make the Hair Move?
Cape, or some other nifty effect?

Friggin Hell yes. Tidus.
Now a real FF7 fight can persue.

What about making Kain Highwind after all this =/ (clone engine brawh)


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: Tasty Pumpkin Clock on August 16, 2011, 03:18:05 AM
l: /
The moving hair is cool, but at the moment it looks really bad... like really, really bad.
I mean it's still amazing for what it is, but it needs work.


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: Puraidou on August 16, 2011, 03:32:46 AM
Special achievement anyone? :P
(http://tinyurl.com/3o637s6)

Code:
[img]http://tinyurl.com/3o637s6[/img]
^For in your signature if you feel like it xD


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: DivineOverlord on August 16, 2011, 03:37:52 AM
@apprentice, its not bad at all lol. The hair movement can be controlled by animating his cape or using wind codes. Overall, this new sephy by tormod is just what I needed XD


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: Tasty Pumpkin Clock on August 16, 2011, 03:53:01 AM
When you don't move it sticks out awkwardly to one side. It doesn't look natural. It doesn't fall straight down like a cape or hair it looks like somebody is holding it up.


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: Tormod on August 16, 2011, 04:14:43 AM
l: /
The moving hair is cool, but at the moment it looks really bad... like really, really bad.
I mean it's still amazing for what it is, but it needs work.

I updated as "beta" of course it's not going to be perfect lol. No one complained when they saw the video. You can use the old version if you think the stiff hair looks more natural. When Aaf revamps it the texture and vertex will surely surpass what I have generated. The main thing is that any animation that it doesn't look natural in, we can position it and animate it however it needs to be. No body has done any of that yet. Which reminds me.. the grab animations have some cape translations set to zero from a while back before we used his cape so those will look funny until it's fixed.


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: Tasty Pumpkin Clock on August 16, 2011, 05:46:26 AM
Like I said, don't get me wrong. It's amazing, but I just agree it needs work.


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: Albafika on August 16, 2011, 06:46:41 AM
He's always said it's not perfect, even when he uploaded the video he said it needed work.

I'm surprised, Tormod. You've done something no one else hasn't, again.

EDIT: I don't know why, but it freezes for me past a minute in a match. (I'm using Weak Version, heaven's light as Up only)


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: _Data_Drain_ on August 16, 2011, 07:16:25 AM
He's always said it's not perfect, even when he uploaded the video he said it needed work.

I'm surprised, Tormod. You've done something no one else hasn't, again.

EDIT: I don't know why, but it freezes for me past a minute in a match. (I'm using Weak Version, heaven's light as Up only)
?

Well that doesn't sound good... I knew it was a good idea to hold off on downloading this update. XD


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: Albafika on August 16, 2011, 07:28:00 AM
?

Well that doesn't sound good... I knew it was a good idea to hold off on downloading this update. XD
Try it, it could be only me.


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: _Data_Drain_ on August 16, 2011, 07:30:38 AM
Try it, it could be only me.
Eh... I doubt it, this seems a bit odd, every other version worked fine for you, and only now does it freeze? Seems odd... DO, maybe you should test it?

Like I said, I'm sticking to Stiffiroth for now. Until this bug is fixed.

...

Or unless someone proves this to just be you. XD


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: DivineOverlord on August 16, 2011, 12:22:20 PM
The hair is fine. I can fix it just by editing his animations.




Eh... I doubt it, this seems a bit odd, every other version worked fine for you, and only now does it freeze? Seems odd... DO, maybe you should test it?

Like I said, I'm sticking to Stiffiroth for now. Until this bug is fixed.

...

Or unless someone proves this to just be you. XD

doesnt freeze at all for me.


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: Albafika on August 16, 2011, 12:26:07 PM
Yeah, I changed back to Sephy 4.2 and it still freezes, I'll have to format my SD.

You should have tested it Data. <.<


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: _Data_Drain_ on August 16, 2011, 01:34:24 PM
Yeah, I changed back to Sephy 4.2 and it still freezes, I'll have to format my SD.

You should have tested it Data. <.<
<_>

Alright then, I'll see what it's like in game then. XD


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: Ultraxwing on August 16, 2011, 01:40:55 PM
I just want Tidus so i can get rid of Dante, cuase none of my friend's are even playing that character anymore =/


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: madkool on August 16, 2011, 03:08:26 PM
I just want Tidus so i can get rid of Dante, cuase none of my friend's are even playing that character anymore =/

Dante is awesome, your friends suck.

I'd prefer Tidus over Marth or something. I'm excited to see it either way.


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: Ultraxwing on August 16, 2011, 03:13:41 PM
Well, he's amazing. but my friend's never find the easy way to beat Peach... i gave the Dante as a way, cause i know SO MANY COMBO'S he can do that could whoop peach.

but they suck. i mean my friend Deven makes me fight for every last life with link... i hate those fights though. i REALLY hate them.


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: Hackingstar on August 16, 2011, 04:22:17 PM

doesnt freeze at all for me.

me either...just sayin' XD

When you don't move it sticks out awkwardly to one side. It doesn't look natural. It doesn't fall straight down like a cape or hair it looks like somebody is holding it up.

i noticed that as well...*looks at DO*...just sayin'  :-\

on a side note, did anyone notice the hair glitch up when he uses his grab? (i'll update with pics later)


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: DivineOverlord on August 16, 2011, 04:43:20 PM
I just want Tidus so i can get rid of Dante, cuase none of my friend's are even playing that character anymore =/

lol I've gotten a bit better at animating, I could update Dante's animations after sephy XD

me either...just sayin' XD

i noticed that as well...*looks at DO*...just sayin'  :-\

on a side note, did anyone notice the hair glitch up when he uses his grab? (i'll update with pics later)

All the hair glitches can be fixed easily. All I have  to do is reanimate it in his animations. I said this a couple of times already lol ;D


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: Hackingstar on August 16, 2011, 04:59:18 PM
well good luck then.  :)


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: Tasty Pumpkin Clock on August 16, 2011, 11:44:06 PM
Hows Tidus coming along?


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: DivineOverlord on August 17, 2011, 02:06:23 AM
Hows Tidus coming along?

going good. I finished throw hi, low, and F...

his uptaunt and win 1 is  his victory animation from FFX
down taunt is yu yeveon prayer.
side taunt and win 2 he stands and scratches the back of his head like the way he often does in FFX
win 3 he falls the the ground and sits lol I saw that animation in dissidia and made it


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: Tasty Pumpkin Clock on August 17, 2011, 03:33:22 AM
Haha awesome. I like the idea of the head scratch. He did do that a lot...
What's left to do then?


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: DivineOverlord on August 17, 2011, 03:47:29 AM
Haha awesome. I like the idea of the head scratch. He did do that a lot...
What's left to do then?
lol yeah....only things left to do is back air attack and back throw yet I think I'll just leave it as is..

I just need to change his UP B special...do you think wolf's UP B would be good?


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: Tasty Pumpkin Clock on August 17, 2011, 09:23:07 AM
Yeah it would work fine for now until a better idea is found. And if there isn't one we can just use that one I suppose. : P


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: Hackingstar on August 17, 2011, 04:27:39 PM
Tidus's Dissidia air dash for up b?

http://www.youtube.com/watch?v=ZwwRjNK1ZeI

0:11

and is it possible to make it controllable? like which direction it can go to whenever?


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: Thundaga_T2 on August 17, 2011, 05:52:23 PM
^ I agree with this, though if it cant be controllable, make it either so you can aim it first (dunno if thats what you meant Hackingstar), or just make it diagonal. I thought you meant controllable like Lucario's lol.


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: Hackingstar on August 17, 2011, 06:14:27 PM
^ I agree with this, though if it cant be controllable, make it either so you can aim it first (dunno if thats what you meant Hackingstar), or just make it diagonal. I thought you meant controllable like Lucario's lol.

nope. not lucario style XD lol


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: DivineOverlord on August 17, 2011, 06:16:10 PM
Tidus's Dissidia air dash for up b?

[url]http://www.youtube.com/watch?v=ZwwRjNK1ZeI[/url]

0:11

and is it possible to make it controllable? like which direction it can go to whenever?


nice Idea. I'll put that in and allow it to be controllable.

then He's finally DONE


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: Hackingstar on August 17, 2011, 06:22:23 PM
;D...then Sephy...or any others...btw when you get done animating and adding effects to the new supernova (in other words when it's done) can we see a preview?

*EDIT* and in case you forgot (which you probably did), you still got my b-air idea left to edit XD


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: MandoWolfe on August 17, 2011, 06:23:35 PM
^ cha! i totally agree with this. :D


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: DivineOverlord on August 17, 2011, 06:27:27 PM
;D...then Sephy...or any others...btw when you get done animating and adding effects to the new supernova (in other words when it's done) can we see a preview?

*EDIT* and in case you forgot (which you probably did), you still got my b-air idea left to edit XD

yep I can make a preview like what I did with Tidus's final smash. I'm gonna fix up sephy's hair to look more natural in his animations since his cape and hair are both equal. It's gonna take a little time but with time there's perfection.  ;D


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: Hackingstar on August 17, 2011, 06:41:37 PM
hey it's better than nothing XD.


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: DivineOverlord on August 17, 2011, 06:59:44 PM
hey it's better than nothing XD.

yup yup. right now im making Tidus's spells.

I think I'm just gonna give him 3 elements. unless I add in water or poison spells.

Uptant= Thunder, Thundera, Thunderga
Down Taunt = Fire, Fira, Firaga
Side Taunt = Blizzard, Blizara, Blizarga

sound good? (This is his B special on ground).

For sephy, update would be this weekend.


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: Hackingstar on August 17, 2011, 07:02:20 PM
we can wait :).


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: Thundaga_T2 on August 17, 2011, 07:37:02 PM
yup yup. right now im making Tidus's spells. I think I'm just gonna give him 3 elements. unless I add in water or poison spells. Uptant= Thunder, Thundera, Thunderga Down Taunt = Fire, Fira, Firaga Side Taunt = Blizzard, Blizara, Blizarga sound good? (This is his B special on ground). For sephy, update would be this weekend.
Hey can you make it so that he can use water, maybe you can change it to the side taunt, depending on which direction you are facing, will let you use water, and the other ice.


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: DivineOverlord on August 17, 2011, 07:42:32 PM
Hey can you make it so that he can use water, maybe you can change it to the side taunt, depending on which direction you are facing, will let you use water, and the other ice.


haha you sure you guys want water spells too? I can add them in and I think it matches Tidus since he's like a water element


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: _Data_Drain_ on August 17, 2011, 07:44:53 PM

haha you sure you guys want water spells too? I can add them in and I think it matches Tidus since he's like a water element
I... Kinda hate to say this... But I feel his only spell should be water, since well... It seems odd for his taunts to have THAT much power over him...

I feel he should have a up taunt charge like SDo0m's Cloud, and have a new... Hm... I'm not sure, whatever you feel could get a nice power up from this. :P


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: Thundaga_T2 on August 17, 2011, 07:46:28 PM
I... Kinda hate to say this... But I feel his only spell should be water, since well... It seems odd for his taunts to have THAT much power over him... I feel he should have a up taunt charge like SDo0m's Cloud, and have a new... Hm... I'm not sure, whatever you feel could get a nice power up from this. :P
HASTE!! :af:


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: DivineOverlord on August 17, 2011, 07:52:35 PM
I... Kinda hate to say this... But I feel his only spell should be water, since well... It seems odd for his taunts to have THAT much power over him...

I feel he should have a up taunt charge like SDo0m's Cloud, and have a new... Hm... I'm not sure, whatever you feel could get a nice power up from this. :P

yeah but I don't wanna copy sDoom's cloud since this is "DO's'" Tidus XD...I gave him multiple spells since he can learn them in FFX.


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: Albafika on August 17, 2011, 07:54:28 PM
I... Kinda hate to say this... But I feel his only spell should be water, since well... It seems odd for his taunts to have THAT much power over him...

I feel he should have a up taunt charge like SDo0m's Cloud, and have a new... Hm... I'm not sure, whatever you feel could get a nice power up from this. :P

HASTE!! :af:
I totally agree with Data, please don't turn this into Kratos. XD

Hmm, we could make Haste work out. And it's not copying, we're just wanting to give FF PSAs someting to bind 'em, like Marth and Ike's Counters, Mario and Luigi's Fireballs.


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: _Data_Drain_ on August 17, 2011, 07:55:16 PM
yeah but I don't wanna copy sDoom's cloud since this is "DO's'" Tidus XD...I gave him multiple spells since he can learn them in FFX.
Yeah, but, it could be a signature trait of FF characters, having a long charging taunt, with a effect on it...

As Thundaga_T2, Haste would be interesting, this could let him run faster, and attack faster for 15 seconds... Sounds cool to me if possible. :P


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: DivineOverlord on August 17, 2011, 07:55:21 PM
I totally agree with Data, please don't turn this into Kratos. XD

Hmm, we could make Haste work out. And it's not copying, we're just wanting to give FF PSAs someting to bind 'em, like Marth and Ike's Counters, Mario and Luigi's Fireballs.

Its nothing like Kratos. Jeeezzz    


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: _Data_Drain_ on August 17, 2011, 07:58:14 PM
Still, it is an advantage that no one in Brawl has, in a strange way... I think one taunt being Haste would have been really cool, and his spell being water.


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: Thundaga_T2 on August 17, 2011, 08:01:53 PM
I was thinking before, that he should really only have stuff that he learns in his section of the sphere grid, so like Haste, Slow, Cheer, Flee, Quick Hit, and things like that, dunno how you could incorporate any of these things. But i actually would agree with just water in his spells, as it suits his character best, plus it goes with his name lol. Maybe you could give one of his moves Super Armor to mimic Cheer (since it raises attack and defense), making him take less damage probably wouldnt be possible, or more difficult.


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: Lucifer_Gale on August 17, 2011, 08:15:37 PM
Tidus is know as a quick warrior, so something like Haste suit it well in my opinion... Better than spells =/
Another idea is to give him something like water effect on his attacks, like when he have Chappu's Brotherhood sword.


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: DivineOverlord on August 17, 2011, 08:23:37 PM
^ hmm I guess that makes it easier on my side giving him only water spells. while haste can be activated by up taunt. It will work similarly to my HoT Link where after a certain amount of time he can activate Haste but it will only last for a short time. I won't put in any slow spells since I can already see tons of complaints about him being OP lol

@Thundaga_T2 -  i like that cheer idea you have.

EDIT: Water Effects was added to his sword last week lol


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: _Data_Drain_ on August 17, 2011, 08:30:20 PM
^ hmm I guess that makes it easier on my side giving him only water spells. while haste can be activated by up taunt. It will work similarly to my HoT Link where after a certain amount of time he can activate Haste but it will only last for a short time. I won't put in any slow spells since I can already see tons of complaints about him being OP lol

@Thundaga_T2 -  i like that cheer idea you have.

EDIT: Water Effects was added to his sword last week lol
Hm... Why not have up taunt activate his Haste? Maybe he can... Look like he's getting ready to jog, or something? With... A little spark at his feet?


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: Albafika on August 17, 2011, 08:32:48 PM
Tidus is know as a quick warrior, so something like Haste suit it well in my opinion... Better than spells =/
Another idea is to give him something like water effect on his attacks, like when he have Chappu's Brotherhood sword.
Thank you.

Hm... Why not have up taunt activate his Haste? Maybe he can... Look like he's getting ready to jog, or something? With... A little spark at his feet?
Yeah, make him get ready to jog for 3 seconds, and HASTE activated!


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: DivineOverlord on August 17, 2011, 08:36:46 PM
^ I see. I'll give him a 4th taunt that only activates when Haste is being activated....what kind of animation should this have?  like the one in the start of this video?
http://www.youtube.com/watch?v=ZwwRjNK1ZeI

or something else?


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: Albafika on August 17, 2011, 08:38:07 PM
^ I see. I'll give him a 4th taunt that only activates when Haste is being activated....what kind of animation should this have?  like the one in the start of this video?
[url]http://www.youtube.com/watch?v=ZwwRjNK1ZeI[/url]

or something else?
Looks perfect, try to make it like 3 seconds (Up Taunt) and Haste'd last for 15 seconds i'd say.


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: Thundaga_T2 on August 17, 2011, 08:40:24 PM
Hmm, for some reason i think the animation during the "vs Jecht" part, suits haste more than the stretching does. But either could work.


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: Albafika on August 17, 2011, 08:42:13 PM
Hmm, for some reason i think the animation during the "vs Jecht" part, suits haste more than the stretching does. But either could work.
That's his standing animation on 012, I find the stretching more fitting, but that's just me. xD


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: Thundaga_T2 on August 17, 2011, 08:43:38 PM
That's his standing animation on 012, I find the stretching more fitting, but that's just me. xD
No actually its not his standing animation, if you go to the museum and view his character model, its a different animation, of him spinning his sword in his hand. It does look similar though. And if you press R once, you can see his idle animation for EX mode, which is exactly the same just sped up like he is under Haste.


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: DivineOverlord on August 17, 2011, 08:49:37 PM
I'll go with the easiest one to make XD (lazy me speaking). which is the stretching animations  ;D


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: Albafika on August 17, 2011, 08:51:18 PM
I'll go with the easiest one to make XD (lazy me speaking). which is the stretching animations  ;D
Now I'm looking forward to the final product. XD


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: DivineOverlord on August 17, 2011, 08:53:00 PM
Now I'm looking forward to the final product. XD
yeah, I guess I'll save all the Spell cast coding I made for a future LuLu PSA if I ever make one. XD


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: Albafika on August 17, 2011, 08:54:08 PM
yeah, I guess I'll save all the Spell cast coding I made for a future LuLu PSA if I ever make one. XD
Yeah, those'd fit her the most, definetaly.


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: Tasty Pumpkin Clock on August 18, 2011, 07:34:30 AM
Yeah Tidus can't actually use Fire and Thunder etc... well he can but he's disappointingly bad with them. They didn't do any damage at all so it wasn't practical to give him them on the grid. Haste however...

Although at the moment this is sounding kind of over powered... three second charge for a fifteen second super speed phase? Hm...


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: Albafika on August 18, 2011, 07:40:34 AM
Yeah Tidus can't actually use Fire and Thunder etc... well he can but he's disappointingly bad with them. They didn't do any damage at all so it wasn't practical to give him them on the grid. Haste however...

Although at the moment this is sounding kind of over powered... three second charge for a fifteen second super speed phase? Hm...
We'll tone it into balance, of course. The Haste should affect 1.5 for now, to see how it works, in my opinion. And if it doesn't, lowering the time it lasts a bit more, we'll make it work somehow.


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: Ultraxwing on August 19, 2011, 03:42:35 PM
Progress on Tidus??? and/or Sephiroth?


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: DivineOverlord on August 19, 2011, 03:46:47 PM
Progress on Tidus??? and/or Sephiroth?

ehhh i dont know....im kinda losing interest in PSAing again but will try to find the motivation again lol


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: Hackingstar on August 19, 2011, 03:55:35 PM
ehhh i dont know....im kinda losing interest in PSAing again but will try to find the motivation again lol


http://www.youtube.com/watch?v=7g9WjcGdxuM

http://www.youtube.com/watch?v=yqyixwqiCag


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: Tasty Pumpkin Clock on August 19, 2011, 04:03:09 PM
Haha well just work on it when you feel like it.
When re-figure out vertexing I'm gonna make a badass Tidus hack.


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: Hackingstar on August 19, 2011, 04:05:42 PM
Haha well just work on it when you feel like it.
When re-figure out vertexing I'm gonna make a badass Tidus hack.

a Tidus vertex? Aafyre is already has one in progress


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: DivineOverlord on August 19, 2011, 04:08:48 PM
Haha well just work on it when you feel like it.
When re-figure out vertexing I'm gonna make a badass Tidus hack.

oh now that sounds awesome. The current one we have looks too much like Ike :(


a Tidus vertex? Aafyre is already has one in progress

who knows how long that will take haha...I'm kinda bored, guess I'll make that animation for haste.


so you guys ok with this B special?

- Water spells 3 charges.

and up taunt is haste but it will take time to use and will last for a short time. should we do this? : While in haste mode, attacks are faster but do less damage.


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: _Data_Drain_ on August 19, 2011, 04:14:51 PM
who knows how long that will take haha...I'm kinda bored, guess I'll make that animation for haste.


so you guys ok with this B special?

- Water spells 3 charges.

and up taunt is haste but it will take time to use and will last for a short time. should we do this? : While in haste mode, attacks are faster but do less damage.
That sounds very good to me actually, three charges for the water spell seems about right.

And Haste making him deal less damage, but being a lot faster would be balanced.


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: DivineOverlord on August 19, 2011, 04:22:49 PM
That sounds very good to me actually, three charges for the water spell seems about right.

And Haste making him deal less damage, but being a lot faster would be balanced.


yeah, I'm trying to make a ball of water but it's kinda tedious lol...

(http://images2.wikia.nocookie.net/__cb20091112061618/finalfantasy/images/7/7f/DFF_SM_Waterga.png)


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: _Data_Drain_ on August 19, 2011, 04:28:45 PM
Ah, how about it hits right about in front of him? Has somewhat slow start up, and a bit of end lag, but pretty high knock back?


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: Tasty Pumpkin Clock on August 19, 2011, 05:03:22 PM
I'll leave the vertex to Aafyre then.

If Haste takes a long time to charge, only lasts a tiny bit and makes him weaker, then it'll be way underpowered.


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: DivineOverlord on August 19, 2011, 05:07:04 PM
I'll leave the vertex to Aafyre then.

If Haste takes a long time to charge, only lasts a tiny bit and makes him weaker, then it'll be way underpowered.

haha it'll work like my hero of time link naryu love spell. It can be used pretty often in battle since the regaining of SP recovers fast. You'll see.


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: Lucifer_Gale on August 19, 2011, 05:42:45 PM
Not bad the water spell.
Why don't make the down B special in air like Energy Rain? He goes down, with a diagonal kick, and if he hits he goes on with the ray beams or something like those.
http://www.youtube.com/watch?v=DjKfnPPi3jo
Like in this video:
-At 1.33 he fails and does nothing
-At 1.36 he hits and use the whole attack

Maybe side B special can be like Spiral Cut, while in air can be Slide & Dice... Ok, now I'm going too far i guess XD But these are only ideas that I had when i thought at a Tidussidia in Brawl =D


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: Ultraxwing on August 19, 2011, 05:50:42 PM
I just hope to get a Beta. cause I'm close to of have replaced everysingle character in Brawl. except for a select few. (Peach, SAmus/ZSS/ Fox/ Pokemon Trainer (can't with the last one =/))

I mean, Tidus VS Sephiroth VS Cloud? It's an awesome thought.


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: DivineOverlord on August 19, 2011, 05:57:56 PM
Not bad the water spell.
Why don't make the down B special in air like Energy Rain? He goes down, with a diagonal kick, and if he hits he goes on with the ray beams or something like those.
[url]http://www.youtube.com/watch?v=DjKfnPPi3jo[/url]
Like in this video:
-At 1.33 he fails and does nothing
-At 1.36 he hits and use the whole attack

Maybe side B special can be like Spiral Cut, while in air can be Slide & Dice... Ok, now I'm going too far i guess XD But these are only ideas that I had when i thought at a Tidussidia in Brawl =D



nope lol...Spiral cut is side smash. I already have all his special attacks done lol...too late for changes XD

I just hope to get a Beta. cause I'm close to of have replaced everysingle character in Brawl. except for a select few. (Peach, SAmus/ZSS/ Fox/ Pokemon Trainer (can't with the last one =/))

I mean, Tidus VS Sephiroth VS Cloud? It's an awesome thought.


;D


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: Lucifer_Gale on August 19, 2011, 06:01:06 PM

nope lol...Spiral cut is side smash. I already have all his special attacks done lol...too late for changes XD

Lol, I've tried at least XD


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: DivineOverlord on August 19, 2011, 06:05:55 PM
Lol, I've tried at least XD

haha yeah, but thanks though for insight ;D


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: Ultraxwing on August 19, 2011, 06:13:22 PM

i would get Gunner Yuna. but i don't think it fixes the glitch with SpiderMan. then i would have Tidus/Sephiroth/Cloud/Yuna. that way i can have a 4 way. much like Sonic/Shadow/Silver/Knuckles. which i have.

oh yeah, It's WAY off topic. when the model importer is done.
who would want an 80's Starscream? (i'm doing this for teh lulz.)


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: Tormod on August 25, 2011, 10:45:55 PM
Don't get too used to that ugly hair that "moves" but still looks fake. After a ton of tedious hexing, I've successfully created a stable bone structure with all of his cape bones branching off of his head instead of his bust. I had to rebuild almost half his bone structure from the ground up, and hex some of the definitions, but it paid off. I just tested it in-game and it works, it just needs to be vertexed by Aafyre.
(http://img829.imageshack.us/img829/4835/bonetreeoverhaulpolygon.png) (http://imageshack.us/photo/my-images/829/bonetreeoverhaulpolygon.png/)
(http://img593.imageshack.us/img593/2052/bonetreeoverhaul.png) (http://imageshack.us/photo/my-images/593/bonetreeoverhaul.png/)


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: DivineOverlord on August 25, 2011, 11:02:33 PM
Don't get too used to that ugly hair that "moves" but still looks fake. After a ton of tedious hexing, I've successfully created a stable bone structure with all of his cape bones branching off of his head instead of his bust. I had to rebuild almost half his bone structure from the ground up, and hex some of the definitions, but it paid off. I just tested it in-game and it works, it just needs to be vertexed by Aafyre.
([url]http://img829.imageshack.us/img829/4835/bonetreeoverhaulpolygon.png[/url]) ([url]http://imageshack.us/photo/my-images/829/bonetreeoverhaulpolygon.png/[/url])
([url]http://img593.imageshack.us/img593/2052/bonetreeoverhaul.png[/url]) ([url]http://imageshack.us/photo/my-images/593/bonetreeoverhaul.png/[/url])


oh isn't it easier to just edit the cape animations? I tried it with wait 1 and it turned out good lol


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: Tormod on August 25, 2011, 11:08:40 PM
oh isn't it easier to just edit the cape animations? I tried it with wait 1 and it turned out good lol
As long as people are satisfied lol. I felt bad that you got stuck with the task of editing all the animations.


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: DivineOverlord on August 25, 2011, 11:15:03 PM
As long as people are satisfied lol. I felt bad that you got stuck with the task of editing all the animations.

haha its okay. so what method do we do? should we go with your new bone structure? or should we stick to the one you released already and edit the cape animations? ;D


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: Tormod on August 25, 2011, 11:25:00 PM
haha its okay. so what method do we do? should we go with your new bone structure? or should we stick to the one you released already and edit the cape animations? ;D
They both are fine to me, there are pros and cons to each. The one now needs animations edited, and the one I did recently needs to be vertexed. Well, to be fair I s'pose each of them could use a little of both haha.


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: DivineOverlord on August 25, 2011, 11:27:05 PM
They both are fine to me, there are pros and cons to each. The one now needs animations edited, and the one I did recently needs to be vertexed. Well, to be fair I s'pose each of them could use a little of both haha.

oh okay lol


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: _Data_Drain_ on August 26, 2011, 12:42:29 AM
Oh!? Wow Tormod, I think Aafyre will be happy about this. Since I bet it also works on normal Marth too. XD


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: Hackingstar on August 26, 2011, 05:27:36 AM
for a second i thought this topic was dead...now it ain't! XD


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: Tempo_ on August 26, 2011, 08:43:20 AM
Gotta have dat hair blowin' in the wind.


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: Tasty Pumpkin Clock on August 26, 2011, 10:51:41 AM
lol nobody is working on Sephy anymore.


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: Albafika on August 26, 2011, 11:26:20 AM
lol nobody is working on Sephy anymore.
Give it time, someday he'll be done. <_<

Tormod just posted some progress, who knows if that'll lead to a PSA update.


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: Metanigh on August 26, 2011, 09:36:07 PM
I want a Tidus's model perfected more.


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: Tormod on August 26, 2011, 10:15:38 PM
Oh!? Wow Tormod, I think Aafyre will be happy about this. Since I bet it also works on normal Marth too. XD
He was, I pm'd it to him in case he wanted to use it ;)

Give it time, someday he'll be done. <_<
I'm not sure if he will ever stop changing lol

I want a Tidus's model perfected more.
Maybe Apprentice Of Death should go ahead and do his vertex on this? Aafyre might have one in progress but it's probably on the backburner.


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: Tasty Pumpkin Clock on August 26, 2011, 11:20:27 PM
I'll see what I can do. Unless I can't find my computer or I forget. Or I'm lazy.


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: DivineOverlord on August 27, 2011, 05:14:24 AM
hey guys, im done with tidus (I gave him haste mode and some badass water spells XD) but I still haven't changed his UP B. ugh I don't know how UP B is gonna work. I made that dash animation that tidus does in dissidia but how will I incorporate that with a UP B special that goes up? should it work like wolf's but different animation?


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: _Data_Drain_ on August 27, 2011, 05:16:56 AM
hey guys, im done with tidus (I gave him haste mode and some badass water spells XD) but I still haven't changed his UP B. ugh I don't know how UP B is gonna work. I made that dash animation that tidus does in dissidia but how will I incorporate that with a UP B special that goes up? should it work like wolf's but different animation?
Yeah, something like that should work.

Since the dash in Dissidia works a bit like that when you're not locked onto a foe.


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: DivineOverlord on August 27, 2011, 06:03:08 AM
Yeah, something like that should work.

Since the dash in Dissidia works a bit like that when you're not locked onto a foe.

I see. I managed to transfer wolf's UP B to Ike. looks interesting hehe


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: Tasty Pumpkin Clock on August 27, 2011, 01:05:00 PM
Sweet. Looking forward to this.


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: DivineOverlord on August 27, 2011, 09:19:14 PM
Sweet. Looking forward to this.


Wolf's up B didn't go so well. So, I decided to go with this starting at 0.13 for up B special

http://www.youtube.com/watch?v=DjKfnPPi3jo


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: Tasty Pumpkin Clock on August 27, 2011, 09:29:02 PM
The spin?


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: Hackingstar on August 27, 2011, 09:31:42 PM
why didn't i think of that? XD


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: DivineOverlord on August 27, 2011, 09:44:34 PM
The spin?

its gonna start with the kick animation to kick the ball up then he'll spin up and kick another ball XD....wolf's up B was working but Ike's pac file didn't have the inherit coding that allows up down left and right movement.  

lol I just realized I've been lagging on this project because of the gym   :kdance:


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: Hackingstar on August 27, 2011, 10:02:28 PM
so basically it's "Jecht Shot"? XD


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: DivineOverlord on August 27, 2011, 10:06:32 PM
so basically it's "Jecht Shot"? XD

yeah kinda its a combo of S3Lw and Attack Air F lol...I had no other choice but to put this as UP B lol


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: Hackingstar on August 27, 2011, 10:12:05 PM
yep. so anything more to add? (besides his voice which i may or may not mostly may do)


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: DivineOverlord on August 27, 2011, 10:15:37 PM
yep. so anything more to add? (besides his voice which i may or may not mostly may do)

nah, its just his UP B that needed to be done. I'm making the animations now as we speak. Hopefully it all turns out well for a release of version 1 tomorrow.


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: Hackingstar on August 27, 2011, 10:19:34 PM
awesome. as for sephiroth, (no rush), there is still one last teleport glitch still there. all the others are gone except that when he uses up b to catch a cliff and then you tilt up on the controller of whatever (wii and nunchuck, gamecube controller, etc) so that he leaps into finish and then as he lands...well that's the only one that's left. just saying.


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: DivineOverlord on August 27, 2011, 10:50:03 PM
awesome. as for sephiroth, (no rush), there is still one last teleport glitch still there. all the others are gone except that when he uses up b to catch a cliff and then you tilt up on the controller of whatever (wii and nunchuck, gamecube controller, etc) so that he leaps into finish and then as he lands...well that's the only one that's left. just saying.

I don't know how to fix that glitch..its exists in the left hand version only..


I finished his UP B. it's really good. XD


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: Tasty Pumpkin Clock on August 27, 2011, 10:54:47 PM
Awwesome. XD Looking forward to Tidus!
I've played FFX 3 times, each time I ALMOST got to the end and then got busy with other things. Then after several months I'd come back to it and have no idea what's going on so I start over.

Soon I'm going to start on the fourth go. XD


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: DivineOverlord on August 27, 2011, 11:03:30 PM
Awwesome. XD Looking forward to Tidus!
I've played FFX 3 times, each time I ALMOST got to the end and then got busy with other things. Then after several months I'd come back to it and have no idea what's going on so I start over.

Soon I'm going to start on the fourth go. XD

Im now done with Tidus XD...wow this up b special only took me 30 mins to perfect.

it works like this

first he will kick the ball up like in the video. If you hold the B button he will start to levitate upwards doing the jetch spin and if you let go the B button he will execute Jetch shot...(Jetch, jecth, jhet I keep forgetting how to spell his name lol).



Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: Tasty Pumpkin Clock on August 27, 2011, 11:06:25 PM
Oh that sounds cool.

When can we expect a release?


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus Preview ;)
Post by: DivineOverlord on August 27, 2011, 11:07:27 PM
Oh that sounds cool.

When can we expect a release?

Tonight? or Tomorrow. I'm Done, I just need to balance things out. especially with the new haste mode system I put into the PSA...It will be soon. ;D



EDIT: Now he's released.


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.0 released
Post by: ThyLASA on August 28, 2011, 04:01:59 AM
Dude you released tidus today so happy but just got in the house at 5 am so dude ima DL 2mo


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.0 released
Post by: ethNargy on August 28, 2011, 02:27:07 PM
You might wanna rework the forward smash. Playing at 50% damage ratio, it one shot someone at 0%. I think it's when you hit them with the very center of it, but it's still stupid overpowered. And that's from the balanced version.


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.0 released
Post by: Tasty Pumpkin Clock on August 28, 2011, 02:31:19 PM
Overall Tidus is awesome! (Of course, coming from you)
Here are my few minor issues. ( I didn't pay attention to the damage percentages since Data probably will figure those out )

My biggest issue is that the attacks with the blitz ball don't have the ball show up soon enough, they appear right as they start flying towards the opponent so it looks like he's literally shooting a ball out of his foot or hand.

Forward Tilt is pretty good because he holds it first.
Forward Tilt where he kicks it should have the ball on the ground as he pulls his leg back preparing to kick.
^ Same with up special. And the next ball should appear earlier before he kicks that one forwards.
^ Same with aerial forward attack.
And aerial down special is pretty good, because it appears before he kicks it.

The only other thing is his forward special is kind of similar to Ike's regular forward special... which attack is it?
And his forward special in the air is a little confusing.

But other then that everything turned out great for a V1.


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.0 released
Post by: DivineOverlord on August 28, 2011, 03:05:30 PM
You might wanna rework the forward smash. Playing at 50% damage ratio, it one shot someone at 0%. I think it's when you hit them with the very center of it, but it's still stupid overpowered. And that's from the balanced version.

Nope, its actually at the tip of the sword, it has low knockback growth on the other area's of the sword. I was gonna edit the damage it does but his other smash attacks have very low kill power, so you might wanna think about that more. Moreover, you can always dodge his forward smash since its the one of few real kill moves Tidus currently has.



Overall Tidus is awesome! (Of course, coming from you)
Here are my few minor issues. ( I didn't pay attention to the damage percentages since Data probably will figure those out )

My biggest issue is that the attacks with the blitz ball don't have the ball show up soon enough, they appear right as they start flying towards the opponent so it looks like he's literally shooting a ball out of his foot or hand.

Forward Tilt is pretty good because he holds it first.
Forward Tilt where he kicks it should have the ball on the ground as he pulls his leg back preparing to kick.
^ Same with up special. And the next ball should appear earlier before he kicks that one forwards.
^ Same with aerial forward attack.
And aerial down special is pretty good, because it appears before he kicks it.

The only other thing is his forward special is kind of similar to Ike's regular forward special... which attack is it?
And his forward special in the air is a little confusing.

But other then that everything turned out great for a V1.

oh the damage percentage adjustment I can probably try to do. I didn't have enough time to edit every attack and just released it lol...Side B on ground is actually a move that Tidus does, I know its similar to ike's but hey, Tidus uses that move and his forward B air was giving me issues so I tried my best to make it work.

oh yeah, I'll try to fix up when the ball appears next chance I update Tidus. I remember one of them giving me issues since the throw bone was off lol


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.0 released
Post by: SiLeNtDo0m on August 28, 2011, 03:07:49 PM
Oh btw Divine, have you had any time to look at Spidey?  Just wondering because it seems (understandably) that you've been rather busy lately ;)


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.0 released
Post by: DivineOverlord on August 28, 2011, 03:16:13 PM
Oh btw Divine, have you had any time to look at Spidey?  Just wondering because it seems (understandably) that you've been rather busy lately ;)


oh you mean these  B Throw is the Web Throw from MvC3 and his D Throw is his Ultimate Web Throw from MvC3 like in this video? @2:30

http://www.youtube.com/watch?v=9zxZGWdhcB0


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.0 released
Post by: ethNargy on August 28, 2011, 04:30:29 PM
Nope, its actually at the tip of the sword, it has low knockback growth on the other area's of the sword. I was gonna edit the damage it does but his other smash attacks have very low kill power, so you might wanna think about that more. Moreover, you can always dodge his forward smash since its the one of few real kill moves Tidus currently has.

In that case, you might want to just adjust the killing power of his other smashes. Giving him a move that deals about as much knockback as a Dragoon is pretty silly.


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.0 released
Post by: SiLeNtDo0m on August 28, 2011, 04:45:12 PM
oh you mean these  B Throw is the Web Throw from MvC3 and his D Throw is his Ultimate Web Throw from MvC3 like in this video? @2:30

[url]http://www.youtube.com/watch?v=9zxZGWdhcB0[/url]


Yep.


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.0 released
Post by: SmashClash on August 28, 2011, 04:54:18 PM
I just tested Tidus. He's pretty cool. Nice and long animations.
Does he use a soccer ball?


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.0 released
Post by: Tasty Pumpkin Clock on August 28, 2011, 05:05:39 PM
I actually have to agree with that dude. Forward Smash is like... insanely over powered.
It kills at 0% a lot.


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.0 released
Post by: DivineOverlord on August 28, 2011, 05:12:29 PM
I actually have to agree with that dude. Forward Smash is like... insanely over powered.
It kills at 0% a lot.


yeah thats just at the tip. it actually has the same hit boxes as original Ike's side smash. I just haven't changed the damage yet lol...but I can do that in less than a minute.


Edit: Updated weakened forward smash is now up.

Edit #2: Now its up lol. I put in the wrong file in the previous upload - fixed issues with water spells and forward smash.   :af:

http://forums.kc-mm.com/Gallery/BrawlView.php?Number=21976 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=21976)


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: ethNargy on August 28, 2011, 08:33:41 PM
Yeah, the forward smash is a lot better now. His side-b (midair) is kind of all over the place though, and the down-b in midair, if used near the top of the screen, is an instant kill as well. It might be better to change down-b midair to a spike instead of a knockup, as it'd also make a bit more sense.

I love the animations, though. They're very well done.


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: DivineOverlord on August 28, 2011, 10:22:22 PM
hmm yeah I agree about the down B in air. I don't know why I made it hit up lol....now im wondering, should I work on sephiroth next or Kain Highwind. hmmm ...>_>....<_<.. :-) lol


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: Tasty Pumpkin Clock on August 28, 2011, 10:25:59 PM
Sephiroth! He's almost done right? Once he's finished nobody will have to worry about it ever again.

As far as I know all that's left to do is change the damage percentages and knockback for some moves and implement the Octa Slash right


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: _Data_Drain_ on August 28, 2011, 10:33:11 PM
Hm... I think this needs quite a bit more work...

First off, his tilts, forward air, and some other moves should be sword moves, and the ball can go to side B instead, this way, his tilts would be more Brawl like, he only uses the ball for two moves in Dissidia.

His AAA combo... Doesn't combo at all... It's far too slow...

As I said, his all his ball moves should be moved to side B, since this way, you could aim it.

The reason for this moving... Forward air is WAY too good, more range then Sephiroth's, more power too, it's just a Godly spacing, and gimping move... Plus, this would give him more moves to use from Dissidia... I'll let someone else figure this out... Although it could be a hop backwards, then a dashing slice, with some end lag if it misses.

His up tilt seems too fast... Put a bit of start up, or end lag on it, not too much, but a little bit.

Down tilt and back air could be changed... Ike's moves seem odd for Tidus...

I'll think of more to say later.


...

And yes, Sephiroth needs to be finished.
Damage.

AAA, can be left alone.

Side tilt, 13% if all hits hit.

Down tilt, I'd say leave it as is.

Up tilt, same.

Dash attack, maybe 7%.

Side smash, no sweetspot at the tip, 8% or 9%, kills Mario at 155% and charges like normal, no new attack for the full charge smash attack, it just gets as powerful as a normal full charge smash gets... But... After an up taunt, it becomes Octoslash, after swapping the up taunt to side taunt, and making the wing taunt turn on and off the wing, the new up taunt should be a charging taunt, he charges for about 3 seconds, or 3 in a half, just a bit less then SDo0m's Cloud's... After the charge, he can do Octoslash, this would have 5 slashes, if the first hit misses though... Well, think of his side tilt, but less lag.

If it hits, it should do about what it does now, maybe just a bit more, and be so fast slashing, the foe can't get out, and on the fifth slash, any part of the blade would kill at about 110%. The reason behind this, is to give the Final Fantasy series it's own gimmick, like how all Fire Emblem characters have a counter. Something like this idea can also be done for Tidus, and Diabolos.

Up smash, leave it be damage wise, however knock back wise, it should kill Mario at 120%, the hit box... Maybe should stay out a bit longer? This way it can be a dodge roll punishing kill move, since Sephiroth will be vulnerable from behind... I want this to be a bit of a mind game kill move, make the foe SO sure they can get behind him... Then BAM! Killed by up smash. :P

Also, the animation needs editing, so the sword is right in front of him when the move starts, part of it's problem is the odd hitbox it has...

Down smash, 16%, and should be able to kill Mario at 110%, nerf the hit box range downward, but otherwise leave it as is, it makes a good spot dodge punishing kill move. And edge guard kill move.

Forward air, no sweet spot damage, just strictly 6%, or 7% for all parts of the blade, this way if spammed, it would only do 3% or 4% damage, thanks to stale moves.

Neutral air, no tipped sweet spot, and little kill power, 11% damage if both hits hit.

Up air, 17% damage if all hits hit.

Down air, leave the damage as is, however, there should be a sweet spot right at the center... The knock back should kill Mario un-sweet spotted at 145%. But at the center, 115%.

Back air... We'll wait until the actual attack has been made, if it's like I want it, slow, but has a lot of knock back... 16%.

Neutral B ground, uncharged, 6%, level two, 11% damage, level three, 22%. It also needs to not be canceled if it hits a foe's attack... It should go through the foe's attacks. However knock back wise, leave it as is, level three is hard as heck to hit with anyway.

Neutral B air, 37%, with no kill power at all, it shouldn't even be able to kill Jigglypuff at 999% damage. :P Also, it should allow A moves to be used after it's used, but no B button moves, Hollow did this coding for side and down B air before, so it's possible.

Side B ground, leave it as is, but adjust the hit box to make it more reliable.

Side B air, it can at the moment deal 18% if all hits hit... But I'd say leave it be, because not all hits are gonna likely hit, plus the move is unsafe to spam. It makes a good cross up move.

Up B, maybe 10%? And no sweet spot, it should be able to kill Mario at 140%, it should also have a tad bit more start up perhaps... And slower rising speed, like in Dissidia.

Down B ground, level one charge, leave it be, level two, it can deal 18%... Perhaps 15%? Level three, at the moment can deal 32%, this should be 30%, I take back what I said about it earlier, since it can be DI'd out of, it's only broken in a stage with a ceiling. But it's still avoidable.

Down B air, give the third hit more knock back, and if possible, make the hits come out faster. Or more hit stun, so the foe doesn't shield out of it even if it hits them.

Final smash... Well, there should be for now only one, this would save file space... It should be Hollow's final smash, since it looks the best out of the two, also, it should deal really high damage, but not kill in one hit... I'd say it could deal 150% damage, but not kill.

And his air movement being reduced, even SDo0m agreed here with me. He has too much air control, make it less good, like Ike's, or something, but keep his fall speed the same.

These changes would finish him off.


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: DivineOverlord on August 28, 2011, 10:33:39 PM
Sephiroth! He's almost done right? Once he's finished nobody will have to worry about it ever again.

As far as I know all that's left to do is change the damage percentages and knockback for some moves and implement the Octa Slash right


you mean a revamp of his side smash octa slash?


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: _Data_Drain_ on August 28, 2011, 10:40:10 PM

you mean a revamp of his side smash octa slash?
Yeah, to make it taunt activated... Like Cloud's Omnislash V.5.

I thought that idea Wofric had was pretty good.


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: Tasty Pumpkin Clock on August 28, 2011, 10:40:22 PM
The plan for him to have a taunt that charges for a long time and switches his forward smash to his Dissidia eight slash attack.

I'm pretty sure that was the plan?


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: _Data_Drain_ on August 28, 2011, 10:41:18 PM
The plan for him to have a taunt that charges for a long time and switches his forward smash to his Dissidia eight slash attack.

I'm pretty sure that was the plan?
Yes, yes it was. :P

Plus, that would make it more interesting.


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: DivineOverlord on August 28, 2011, 10:46:09 PM
Hm... I think this needs quite a bit more work...

First off, his tilts, forward air, and some other moves should be sword moves, and the ball can go to side B instead, this way, his tilts would be more Brawl like, he only uses the ball for two moves in Dissidia.

His AAA combo... Doesn't combo at all... It's far too slow...

As I said, his all his ball moves should be moved to side B, since this way, you could aim it.

The reason for this moving... Forward air is WAY too good, more range then Sephiroth's, more power too, it's just a Godly spacing, and gimping move... Plus, this would give him more moves to use from Dissidia... I'll let someone else figure this out... Although it could be a hop backwards, then a dashing slice, with some end lag if it misses.

His up tilt seems too fast... Put a bit of start up, or end lag on it, not too much, but a little bit.

Down tilt and back air could be changed... Ike's moves seem odd for Tidus...

I'll think of more to say later.


...

And yes, Sephiroth needs to be finished.
Damage.

AAA, can be left alone.

Side tilt, 13% if all hits hit.

Down tilt, I'd say leave it as is.

Up tilt, same.

Dash attack, maybe 7%.

Side smash, no sweetspot at the tip, 8% or 9%, kills Mario at 155% and charges like normal, no new attack for the full charge smash attack, it just gets as powerful as a normal full charge smash gets... But... After an up taunt, it becomes Octoslash, after swapping the up taunt to side taunt, and making the wing taunt turn on and off the wing, the new up taunt should be a charging taunt, he charges for about 3 seconds, or 3 in a half, just a bit less then SDo0m's Cloud's... After the charge, he can do Octoslash, this would have 5 slashes, if the first hit misses though... Well, think of his side tilt, but less lag.

If it hits, it should do about what it does now, maybe just a bit more, and be so fast slashing, the foe can't get out, and on the fifth slash, any part of the blade would kill at about 110%. The reason behind this, is to give the Final Fantasy series it's own gimmick, like how all Fire Emblem characters have a counter. Something like this idea can also be done for Tidus, and Diabolos.

Up smash, leave it be damage wise, however knock back wise, it should kill Mario at 120%, the hit box... Maybe should stay out a bit longer? This way it can be a dodge roll punishing kill move, since Sephiroth will be vulnerable from behind... I want this to be a bit of a mind game kill move, make the foe SO sure they can get behind him... Then BAM! Killed by up smash. :P

Also, the animation needs editing, so the sword is right in front of him when the move starts, part of it's problem is the odd hitbox it has...

Down smash, 16%, and should be able to kill Mario at 110%, nerf the hit box range downward, but otherwise leave it as is, it makes a good spot dodge punishing kill move. And edge guard kill move.

Forward air, no sweet spot damage, just strictly 6%, or 7% for all parts of the blade, this way if spammed, it would only do 3% or 4% damage, thanks to stale moves.

Neutral air, no tipped sweet spot, and little kill power, 11% damage if both hits hit.

Up air, 17% damage if all hits hit.

Down air, leave the damage as is, however, there should be a sweet spot right at the center... The knock back should kill Mario un-sweet spotted at 145%. But at the center, 115%.

Back air... We'll wait until the actual attack has been made, if it's like I want it, slow, but has a lot of knock back... 16%.

Neutral B ground, uncharged, 6%, level two, 11% damage, level three, 22%. It also needs to not be canceled if it hits a foe's attack... It should go through the foe's attacks. However knock back wise, leave it as is, level three is hard as heck to hit with anyway.

Neutral B air, 37%, with no kill power at all, it shouldn't even be able to kill Jigglypuff at 999% damage. :P Also, it should allow A moves to be used after it's used, but no B button moves, Hollow did this coding for side and down B air before, so it's possible.

Side B ground, leave it as is, but adjust the hit box to make it more reliable.

Side B air, it can at the moment deal 18% if all hits hit... But I'd say leave it be, because not all hits are gonna likely hit, plus the move is unsafe to spam. It makes a good cross up move.

Up B, maybe 10%? And no sweet spot, it should be able to kill Mario at 140%, it should also have a tad bit more start up perhaps... And slower rising speed, like in Dissidia.

Down B ground, level one charge, leave it be, level two, it can deal 18%... Perhaps 15%? Level three, at the moment can deal 32%, this should be 30%, I take back what I said about it earlier, since it can be DI'd out of, it's only broken in a stage with a ceiling. But it's still avoidable.

Down B air, give the third hit more knock back, and if possible, make the hits come out faster. Or more hit stun, so the foe doesn't shield out of it even if it hits them.

Final smash... Well, there should be for now only one, this would save file space... It should be Hollow's final smash, since it looks the best out of the two, also, it should deal really high damage, but not kill in one hit... I'd say it could deal 150% damage, but not kill.

And his air movement being reduced, even SDo0m agreed here with me. He has too much air control, make it less good, like Ike's, or something, but keep his fall speed the same.

These changes would finish him off.

Nah, I don't think I should change his ball throwing moves to forward B only because there isn't really a way to allow him to "Aim" the ball since the ball is followed by his throw bone. I mean, I could try it if i really wanted to but I won't. I'm pretty satisfied with the way the moveset is right now since I did put a huge load of work, time, and energy into this which is why his animations came out better for a version 1.0 as compared to the first release of sephiroth v1.0. I think the main things I should focus on Tidus is improving on his current moveset (like balancing, animation tweeks things of that nature) instead of changing his moveset entirely. oh but I do agree with changing down tilt and back air, looks kinda strange for tidus haha


Yes, yes it was. :P

Plus, that would make it more interesting.

I can revamp the animation too if you guys want the real octo slash haha (to the dissidia version) . I've been getting better at animating, what used to take me hours now takes me minutes XD


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: Tasty Pumpkin Clock on August 28, 2011, 10:47:32 PM
I like the KH one. It should change to the eight slash dissidia attack after the taunt charge.


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: DivineOverlord on August 28, 2011, 10:51:01 PM
I like the KH one. It should change to the eight slash dissidia attack after the taunt charge.

any taunt charge animation you have in mind? that's gonna be one crazy forward smash. I've never seen a forward smash doing 8 slashes lol but it sounds interesting.


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: Albafika on August 28, 2011, 10:58:40 PM
Everything (Including Octaslash' change) is included in Data's Spoiler up there, you should take 3 minutes and read it, those changes would totally finish Sephiroth, leaving only Tormod's animation left to do.


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: _Data_Drain_ on August 28, 2011, 11:00:51 PM
Everything (Including Octaslash' change) is included in Data's Spoiler up there, you should take 3 minutes and read it, those changes would totally finish Sephiroth, leaving only Tormod's animation left to do.
Indeed... DO, take the time to read what was put in my spoiler.

If you do it just as I said, there should be nothing left other then animating it.


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: DivineOverlord on August 28, 2011, 11:03:45 PM
Indeed... DO, take the time to read what was put in my spoiler.

If you do it just as I said, there should be nothing left other then animating it.


yeah I read it XD...I'm gonna fix up the hair animations tonight. then proceed to the spoiler stuff when i get home from the gym if i still have energy left



for tidus, if forward air is too much  or too strong

would this be better for forward air? @0:34

http://www.youtube.com/watch?v=DjKfnPPi3jo





EDIT: WOW sephiroth's hair animations is soo complicated...its gonna take me more than a day to fix them all.
 :>.>palm:


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: Tasty Pumpkin Clock on August 28, 2011, 11:38:15 PM
Perhaps you should ask Tormod to do them?


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: DivineOverlord on August 28, 2011, 11:44:28 PM
Perhaps you should ask Tormod to do them?

I've done wait 1, wait item, walk slow, walk med, walk fast so far. its about 1 animation per 5 mins.  The 3 main bones that control his hair are, CMantN, LMantN, and RMantN, all i gotta do is move them down since the current ones look like someone is behind him holding his hair up lol.


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: Tasty Pumpkin Clock on August 29, 2011, 02:26:56 AM
Well here's hoping it turns out good.

ARGH and I'm trying to make another Tidus. IKES HAIR IS A [censored] TO VERTEX.
How does Beyond do it??


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: Tormod on August 29, 2011, 03:27:59 AM
EDIT: WOW sephiroth's hair animations is soo complicated...its gonna take me more than a day to fix them all.
 :>.>palm:
lol thats why I felt bad that you got stuck doing them. I was about to do them before I uploaded it, did one animation and said eff this. If it's too much work to go through the animations though, we can just do the vertex on the one with those bones actually attached to his head. There is also an influence of the movement from LArmor01N and RArmor01N. I can null those two influences and we should be golden. Aaf was excited to get the new model but who knows how long it will take him to actually get to it lol. I'd do it myself but I'm working on another vertex right now, we'll see when I'm done with that.

Well here's hoping it turns out good.

ARGH and I'm trying to make another Tidus. IKES HAIR IS A [censored] TO VERTEX.
How does Beyond do it??
lol yeah, all those little pieces and such. His hair is shaped a ton by the texture though, so you can use that to your advantage.

Yes, yes it was. :P

Plus, that would make it more interesting.
Yes, I like this plan. It's one more way thing that sets this PSA apart from the rest.


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: Tasty Pumpkin Clock on August 29, 2011, 03:31:23 AM
Yeah I'm getting there.

The fourth sword I've made for Tidus.
(http://i705.photobucket.com/albums/ww54/DoomedToSmile/29-08-20112-26-08AM.png)


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: DivineOverlord on August 29, 2011, 05:25:19 AM
lol thats why I felt bad that you got stuck doing them. I was about to do them before I uploaded it, did one animation and said eff this. If it's too much work to go through the animations though, we can just do the vertex on the one with those bones actually attached to his head. There is also an influence of the movement from LArmor01N and RArmor01N. I can null those two influences and we should be golden. Aaf was excited to get the new model but who knows how long it will take him to actually get to it lol. I'd do it myself but I'm working on another vertex right now, we'll see when I'm done with that.
lol yeah, all those little pieces and such. His hair is shaped a ton by the texture though, so you can use that to your advantage.
 Yes, I like this plan. It's one more way thing that sets this PSA apart from the rest.


lol its ok. it looks like i only have to edit the attacks and waits/runs/grab animations






Yeah I'm getting there.

The fourth sword I've made for Tidus.
([url]http://i705.photobucket.com/albums/ww54/DoomedToSmile/29-08-20112-26-08AM.png[/url])


wow that looks awesome ;D


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: Albafika on August 29, 2011, 06:30:34 AM
I actually sent the model to Aafyre 2 weeks ago, I suppose he needs inspiration.


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: DivineOverlord on August 29, 2011, 06:40:59 AM
^ I wish he will get more inspiration soon lol. I think my Tidus PSA will look better with an actual Tidus model hehe ;D

I was thinking on making a lloyd psa over pit since we already have one over wolf I can transfer animations over to pit by creating new ones. this can be done fast :) but guess that be after sephy


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: Thundaga_T2 on August 29, 2011, 02:10:03 PM
Yeah I'm getting there. The fourth sword I've made for Tidus.
([url]http://i705.photobucket.com/albums/ww54/DoomedToSmile/29-08-20112-26-08AM.png[/url])
Hey can you make one with Caladbolg/Ultima Weapon?


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: Tasty Pumpkin Clock on August 30, 2011, 12:07:31 AM
I'll see. Probably.

Also...
(http://i705.photobucket.com/albums/ww54/DoomedToSmile/RSBE01-112.png)
(http://i705.photobucket.com/albums/ww54/DoomedToSmile/RSBE01-110.png)

Is that what every one else is getting??


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: _Data_Drain_ on August 30, 2011, 12:15:52 AM
Yeah, Tormod already said something about the grab animations messing up with the hair.

...

That or in the second picture, he got a hair cut. :P


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: Tasty Pumpkin Clock on August 30, 2011, 12:25:59 AM
lol that's the reason. Those pesky invisible amateur hair cutters. Cutting hair in the middle of fights.

And I just noticed how pumped Scott looks. lol


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: DivineOverlord on August 30, 2011, 04:03:17 AM
I'll see. Probably.

Also...
([url]http://i705.photobucket.com/albums/ww54/DoomedToSmile/RSBE01-112.png[/url])
([url]http://i705.photobucket.com/albums/ww54/DoomedToSmile/RSBE01-110.png[/url])

Is that what every one else is getting??


^ Fixed :P


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: Tasty Pumpkin Clock on August 30, 2011, 04:11:09 AM
Which one?


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: SiLeNtDo0m on August 30, 2011, 04:12:25 AM
Scott looks like he's about to pee his pants or something in that first shot XD   Staring down the mighty Sephiroth can do that to you...


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: DivineOverlord on August 30, 2011, 04:16:32 AM
Which one?

sephy's hair....I'm kinda revamping some animations too because I just want to release the Final Version already and move on to another project satisfied  ;D....final version should be out in a week.

Scott looks like he's about to pee his pants or something in that first shot XD   Staring down the mighty Sephiroth can do that to you...

lol he sure does


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: Tasty Pumpkin Clock on August 30, 2011, 04:20:02 AM
@SiLeNtDoOm
lol yeah he does XD

@DivineOverlord
So you fixed both those problems? The idle hair and the grab hair? It sounds like you even fixed more.


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: DivineOverlord on August 30, 2011, 04:23:06 AM
@SiLeNtDoOm
lol yeah he does XD

@DivineOverlord
So you fixed both those problems? The idle hair and the grab hair? It sounds like you even fixed more.

yeah the hair is easy to fix now. I've grown used to it and he looks a hell of a lot more like the real sephy now XD...so yeah 1 more week should be enough time to conjure up a final version....I'm still going to try out that new final smash and remake most of his slash attacks to be identical to dissidia. ;D


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: _Data_Drain_ on August 30, 2011, 08:41:02 AM
I'm still going to try out that new final smash and remake most of his slash attacks to be identical to dissidia. ;D
Hm... You better mean animation wise, and not changing his slash attacks all together... As I said, they need no changes in how they work, at all, other then the damage and what not I listed. And fixed up animations.

Just follow my list closely, and make sure everything works as I said it should, Octoslash being a charge taunt activated move, like Cloud's Omnislash V.5 in SDo0m's PSA.

Just don't stray from what I said, and that should be the final version.


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: Albafika on August 30, 2011, 08:51:43 AM
Hm... You better mean animation wise, and not changing his slash attacks all together... As I said, they need no changes in how they work, at all, other then the damage and what not I listed. And fixed up animations.

Just follow my list closely, and make sure everything works as I said it should, Octoslash being a charge taunt activated move, like Cloud's Omnislash V.5 in SDo0m's PSA.

Just don't stray from what I said, and that should be the final version.
Yeah, Data mixed together everyone's feedback into that post, so if it turns exactly as it is there, you could consider the PSA to be done and be spectacular.


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: spiritpyros on August 30, 2011, 10:16:17 AM
 are you going to finish dante after this


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: _Data_Drain_ on August 30, 2011, 12:54:27 PM
Er... Dude, there's one problem with letting Hollow update...

...

He's bored with Brawl hacking... The last time I saw, I don't think he's gonna update for a good while. <_<

And uh... Look on the bright side, if you finish Sephiroth, you won't have to deal with feedback for him ever again. XD


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: Hackingstar on August 30, 2011, 02:40:53 PM
Er... Dude, there's one problem with letting Hollow update...

...

He's bored with Brawl hacking... The last time I saw, I don't think he's gonna update for a good while. <_<

And uh... Look on the bright side, if you finish Sephiroth, you won't have to deal with feedback for him ever again. XD

agreed.


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: DivineOverlord on August 30, 2011, 05:28:38 PM
^ sounds like im the only one available to update him lol...guess I'll just do it. I'm gonna have to revamp octoslash and some other slashes though since some animations needs fixing.


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: _Data_Drain_ on August 30, 2011, 06:33:37 PM
^ sounds like im the only one available to update him lol...guess I'll just do it. I'm gonna have to revamp octoslash and some other slashes though since some animations needs fixing.
Yeah, since we're on the fixing animations subject, AAA after the third hit, I think Sephiroth's arm spins oddly. XD


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: Hackingstar on August 30, 2011, 06:36:59 PM
(this has been said several times but hell whatever) don't forget my b-air animation for him. XD


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: DivineOverlord on August 30, 2011, 06:54:02 PM
Yeah, since we're on the fixing animations subject, AAA after the third hit, I think Sephiroth's arm spins oddly. XD

yup it sure does lol...im almost done revamping most of his animations with messed up hair. I just finished all of the catch throws hair.


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: Tasty Pumpkin Clock on August 30, 2011, 10:25:21 PM
Also I don't remember if it's in Data's list but...
have you changed the up throw so that it has extremely high knock back, little to no damage, and no knock back growth?


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: DivineOverlord on August 30, 2011, 10:35:12 PM
Also I don't remember if it's in Data's list but...
have you changed the up throw so that it has extremely high knock back, little to no damage, and no knock back growth?


i haven't gotten to the list yet just fixing the hair first. I fixed them all except the squat wait hair. its too hard to fix that one. anyone wanna give it a try? its the last hair animation that needs to be fixed "squat wait" animation. right now its covering a part of his face.


EDIT: Nevermind, I made a new squat and squat wait animation with fixed hair  :af: :af: :af: :af:


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: Tasty Pumpkin Clock on August 30, 2011, 11:33:11 PM
Awesome! You are now officially Sephiroth's new hair stylist.


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: DivineOverlord on August 30, 2011, 11:51:07 PM
Awesome! You are now officially Sephiroth's new hair stylist.

lol yeah, im done with the hair fixing now...I'm gonna revamp back throw right now. as of now, sephy looks like he's trying too hard. I'm gonna make his back throw work like this: first he tosses them like the way he does now but instead of slashing them in the back with both hands, I'll have him do a reversal slash along the other character's back. XD

revamped wait 1 XD....looks a lot better. this will be a fine update.


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: Tasty Pumpkin Clock on August 31, 2011, 12:32:26 AM
This is exciting.


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: Albafika on August 31, 2011, 07:26:25 AM
Also I don't remember if it's in Data's list but...
have you changed the up throw so that it has extremely high knock back, little to no damage, and no knock back growth?

That was never agreed to happen, that throw can't have KO power, it's fine as it is, in my opinion. The uthrow is more of a move to have the opponent in a bad position expecting a follow-up.


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: Tasty Pumpkin Clock on August 31, 2011, 06:28:55 PM
You misunderstand... again.
The plan is for it to have high knock back, but no knock back growth, so it always throws the opponent really high being a set up move, but can't ever actually kill you.


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: DivineOverlord on August 31, 2011, 09:41:42 PM
You misunderstand... again.
The plan is for it to have high knock back, but no knock back growth, so it always throws the opponent really high being a set up move, but can't ever actually kill you.

FINALLY!!! MY FREAKIN INTERNET WORKS AGAIN!!!
LOL so anyways, I fixed up sephy's hair in all his animations. For his wait animation, I just kept the current one you all know and fixed up his hair. Now, I should be moving on to the list soon yet I remember someone bringing up an idea for a different down throw but I never saw a reference for it. :/


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: Albafika on August 31, 2011, 11:06:45 PM
FINALLY!!! MY FREAKIN INTERNET WORKS AGAIN!!!
LOL so anyways, I fixed up sephy's hair in all his animations. For his wait animation, I just kept the current one you all know and fixed up his hair. Now, I should be moving on to the list soon yet I remember someone bringing up an idea for a different down throw but I never saw a reference for it. :/
I think I know which do you mean. I think it's Aafyre's suggestion, I'll let Data dig that up, since I don't remember the details.

You misunderstand... again.
The plan is for it to have high knock back, but no knock back growth, so it always throws the opponent really high being a set up move, but can't ever actually kill you.
My apologies, I missread. but, either way, I don't remember this being agreed to either. o.o But I suppose it'd work, altought I'd prefer it stayed as all the throws and have knockback growth so that it kills at 210%


Title: Re: KH2/FF7/DIS Sephiroth V4.0 SEPHIROTH IS NOW LEFT HANDED - THANKS TO TORMOD
Post by: _Data_Drain_ on August 31, 2011, 11:33:30 PM
3) In my opinion, the main move that needs to be changed is the Down throw. I really would love it if he slammed his opponent into the ground and then stabbed him with his sword. I think Mitsurugi does something similar in Soul Calibur if that helps.
There we go, all dug up.

And as I described it, it might be Sephiroth taking a step back, flinging the foe off the sword, then stepping forward and stabbing them quickly after...

Or then again, if Mitsurugi really did a move like that, you could look for a move set video of him, until you find something like this.


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: Tasty Pumpkin Clock on September 03, 2011, 02:55:08 AM
That would be cool. Could you upload Sephiroth with the fixed hair?


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: _Data_Drain_ on September 03, 2011, 12:43:49 PM
That would be cool. Could you upload Sephiroth with the fixed hair?
Hm... I'd rather wait for now.

PSA work and all that... I want to see how the final product turns out.


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: Tasty Pumpkin Clock on September 03, 2011, 04:03:34 PM
Alright I guess. I'm just not sure if it's being worked on. Is it?


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: _Data_Drain_ on September 04, 2011, 04:03:48 AM
I'm not 1`00% sure myself, we'll just have to wait for DO to say something.


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: Bainch on September 05, 2011, 12:08:46 PM
I love the Tidus, but when he's using his final smash, shouldn't the blitz ball blow up when it hits the opponent?
It goes through the opponent, then the explosion follows...it looks a little odd, but it'd be perfect if you could edit it DO. :)


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: DivineOverlord on September 05, 2011, 04:21:42 PM
I'm not 1`00% sure myself, we'll just have to wait for DO to say something.

oh I haven't had a chance to work on this...all thats done so far is a new back throw and back air attack plus all hair animations fixed.

I love the Tidus, but when he's using his final smash, shouldn't the blitz ball blow up when it hits the opponent?
It goes through the opponent, then the explosion follows...it looks a little odd, but it'd be perfect if you could edit it DO. :)

oh i see. The ball didn't really go through the opponent I just made the ball turn invisible after 10 frames then it pops back up at the opponent lol...I can easily fix that to make it seem like the blitzball explodes :af:


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: Tasty Pumpkin Clock on September 10, 2011, 01:22:30 PM
Well I'm just gonna let Aafyre finish Tidus, his is looking a bit better then mine.
Hows Sephiroth coming along?


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: DivineOverlord on September 10, 2011, 01:27:42 PM
Well I'm just gonna let Aafyre finish Tidus, his is looking a bit better then mine.
Hows Sephiroth coming along?
lol I keep forgetting to work on sephy...i've been playing Zenonia 3 on my cell phone and it distracted me haha....ill try to work on sephy in the evening.


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: _Data_Drain_ on September 10, 2011, 01:33:43 PM
lol I keep forgetting to work on sephy...i've been playing Zenonia 3 on my cell phone and it distracted me haha....ill try to work on sephy in the evening.
Heh, it's alright. :P

I'm looking forward to hearing progress on Sephiroth.


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: DivineOverlord on September 11, 2011, 09:30:30 PM
OK i got bored of zenonia 3 after beating the game 2 times....so I will work on sephy right now since I have nothing to do! lol


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: _Data_Drain_ on September 11, 2011, 09:37:13 PM
 :af2:

Very nice to hear, when you make some progress, let me know, hopefully I'll still be up. :P


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: AnImAiNe on September 11, 2011, 09:38:18 PM
Hey DO are you gonna have time to help mariodk with his final smash?


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: DivineOverlord on September 11, 2011, 09:39:25 PM
:af2:

Very nice to hear, when you make some progress, let me know, hopefully I'll still be up. :P
im gonna release an updated version first with all the fixes to hair and damage tweeks....then after i finalize the dissidia final smash, I'll update it again.

Hey DO are you gonna have time to help mariodk with his final smash?

oh I already have it done, its pretty easy to do XD..i just need to fix the ghost gotents texture i have


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: AnImAiNe on September 11, 2011, 09:47:11 PM
awesome


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: DivineOverlord on September 11, 2011, 10:35:50 PM
k im done with everything on that list except this
"Side smash, no sweetspot at the tip, 8% or 9%, kills Mario at 155% and charges like normal, no new attack for the full charge smash attack, it just gets as powerful as a normal full charge smash gets... But... After an up taunt, it becomes Octoslash, after swapping the up taunt to side taunt, and making the wing taunt turn on and off the wing, the new up taunt should be a charging taunt, he charges for about 3 seconds, or 3 in a half, just a bit less then SDo0m's Cloud's... After the charge, he can do Octoslash, this would have 5 slashes, if the first hit misses though... Well, think of his side tilt, but less lag.

If it hits, it should do about what it does now, maybe just a bit more, and be so fast slashing, the foe can't get out, and on the fifth slash, any part of the blade would kill at about 110%. The reason behind this, is to give the Final Fantasy series it's own gimmick, like how all Fire Emblem characters have a counter. Something like this idea can also be done for Tidus, and Diabolos "


need clarification, im trying to read it but its going all over the place between sephy and cloud when i have not used any cloud psa's before.


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: DoctorFlux(Mariodk) on September 11, 2011, 10:38:33 PM
im gonna release an updated version first with all the fixes to hair and damage tweeks....then after i finalize the dissidia final smash, i I'll update it again. oh I already have it done, its pretty easy to do XD..i just need to fix the ghost gotents texture i have
ï can easy do that :D if you can´t
i was close to ask you here if maine73191  did not do it


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: _Data_Drain_ on September 11, 2011, 11:03:12 PM
k im done with everything on that list except this
"Side smash, no sweetspot at the tip, 8% or 9%, kills Mario at 155% and charges like normal, no new attack for the full charge smash attack, it just gets as powerful as a normal full charge smash gets... But... After an up taunt, it becomes Octoslash, after swapping the up taunt to side taunt, and making the wing taunt turn on and off the wing, the new up taunt should be a charging taunt, he charges for about 3 seconds, or 3 in a half, just a bit less then SDo0m's Cloud's... After the charge, he can do Octoslash, this would have 5 slashes, if the first hit misses though... Well, think of his side tilt, but less lag.

If it hits, it should do about what it does now, maybe just a bit more, and be so fast slashing, the foe can't get out, and on the fifth slash, any part of the blade would kill at about 110%. The reason behind this, is to give the Final Fantasy series it's own gimmick, like how all Fire Emblem characters have a counter. Something like this idea can also be done for Tidus, and Diabolos "


need clarification, im trying to read it but its going all over the place between sephy and cloud when i have not used any cloud psa's before.
Alright, his up taunt charges for a few seconds... I'd say 3 in a half seconds. And it should go all the way, if it's interrupted, it doesn't work...

After the taunt goes all the way through, his side smash becomes Octoslash for one attack, after it's used or misses, it's back to being the normal forward smash, until you up taunt again.


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: DivineOverlord on September 11, 2011, 11:08:27 PM
Alright, his up taunt charges for a few seconds... I'd say 3 in a half seconds. And it should go all the way, if it's interrupted, it doesn't work...

After the taunt goes all the way through, his side smash becomes Octoslash for one attack, after it's used or misses, it's back to being the normal forward smash, until you up taunt again.

by normal side smash, do you mean the one that only does one hit?


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: _Data_Drain_ on September 11, 2011, 11:10:15 PM
by normal side smash, do you mean the one that only does one hit?
Yes, that's what I mean.

Maybe the normal side smash's animation could look a bit like Hollow's old forward smash?

And the Octoslash one can look like the current full charge... With one more slash, since in Dissidia it had 5 slashes.


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: DivineOverlord on September 11, 2011, 11:13:35 PM
Yes, that's what I mean.

Maybe the normal side smash's animation could look a bit like Hollow's old forward smash?

And the Octoslash one can look like the current full charge... With one more slash, since in Dissidia it had 5 slashes.

oh i see, so how's this,

uncharged side smash= Hollow's sephiroth forward smash (which is marth's side B last hit special)

then when its charged by a taunt,
he will preform octoslash,

im gonna revamp octoslash right now to be 5 slashes in one animation based off dissidia.


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: Tasty Pumpkin Clock on September 11, 2011, 11:26:55 PM
lol I thought it had eight slashes... cuz it's called... y'know... Octaslash... but I guess that would be ridiculous.


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: DivineOverlord on September 11, 2011, 11:30:26 PM
lol I thought it had eight slashes... cuz it's called... y'know... Octaslash... but I guess that would be ridiculous.


lol yeah....new octoslash starts at @1:35
http://www.youtube.com/watch?v=8sI92MdmodA

he moves side to side a bit XD


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: _Data_Drain_ on September 11, 2011, 11:31:57 PM
lol I thought it had eight slashes... cuz it's called... y'know... Octaslash... but I guess that would be ridiculous.
It is odd it is called Octoslash... But it really does only have five slashes.

Also, DO, maybe the animation for the uncharged forward smash can be slightly different? I do want it to function just about like Hollow's old one though, and the animation would only need to be a bit different, just to not be Marth's. :P


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: DivineOverlord on September 11, 2011, 11:36:31 PM
It is odd it is called Octoslash... But it really does only have five slashes.

Also, DO, maybe the animation for the uncharged forward smash can be slightly different? I do want it to function just about like Hollow's old one though, and the animation would only need to be a bit different, just to not be Marth's. :P



mkay, choose an animation from this video for uncharged forward smash

http://www.youtube.com/watch?v=8sI92MdmodA


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: _Data_Drain_ on September 11, 2011, 11:55:14 PM
For my idea, 1:07, it was the third slash on Reaper, but since you made Reaper to slashes, this would be a nice forward smash...


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: DivineOverlord on September 12, 2011, 02:24:02 AM
Hey HackingStar, could you send me that back air animation you made for sephy? I lost it lol....After I receive this, Version 5.0 will be done.


I made a new uncharged slash animation based off dissidia that data_drain recommended
and a new octoslash which is also based off dissida  :af:


by the way, are you guys sure you want down throw to be changed? I need a reference for a new down throw if you want a new one, a picture or video will allow me to make it. Once this is done, sephiroth is basically done.


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: Tasty Pumpkin Clock on September 12, 2011, 03:35:26 AM
Out of curiosity did you change the up throw? I don't know if the change was in Data's list.
Everyone was cool with that right? Really high knockback, no knockback growth, little damage?

If there's no video for the down throw, driving his sword into the ground with the opponent still on it, then pulling it out, leaving the foe on the ground.


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: _Data_Drain_ on September 12, 2011, 04:29:30 AM
Hm... I don't think Sephiroth has canonly done the down throw idea we had... However, I found a move in Soul Caliber that kinda works... Sadly, this was the only video I could find of this move... (This also took a long time to find. :P)

http://www.youtube.com/watch?v=Gb03w2gilTk

At 2:19, that character (who's based off of Sigfried) drives the sword, and the foe into the ground, then he jerks it back out... I think that should work out well, since Sephiroth could very well do that from his grab position. This should then sorta work like Mr. Game and Watch's throw, not really knocking the foe anywhere, but making them slightly bounce. This shouldn't have any knock back growth at all, and should not be able to kill if it's done on a foe recovering...

Speaking of the grab... The grab itself needs more start up lag, like Link's, or Samus'. It's too fast at the moment, since it's almost instant... I was driving Wolfric crazy spamming it. XD

Well, I'm (because I'm tired, I'm gonna pass) out, I look forward to the progress. :)


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: Albafika on September 12, 2011, 06:39:18 AM
Remember this bit:

Make it so that the 5 hits connect, and the last one will have the knockback. It must kill Mario at 110%.

Also, this is how it'd work:

After the 3 seconds charge, his Forward Smash will be octaslash, BUT, for Octaslash to trigger he needs to connect the first slash of it, if the first slash doesn't hits a character, it'd stop right away and go back to the normal Fsmash.


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: DivineOverlord on September 12, 2011, 08:32:32 AM
Hm... I don't think Sephiroth has canonly done the down throw idea we had... However, I found a move in Soul Caliber that kinda works... Sadly, this was the only video I could find of this move... (This also took a long time to find. :P)

[url]http://www.youtube.com/watch?v=Gb03w2gilTk[/url]

At 2:19, that character (who's based off of Sigfried) drives the sword, and the foe into the ground, then he jerks it back out... I think that should work out well, since Sephiroth could very well do that from his grab position. This should then sorta work like Mr. Game and Watch's throw, not really knocking the foe anywhere, but making them slightly bounce. This shouldn't have any knock back growth at all, and should not be able to kill if it's done on a foe recovering...

Speaking of the grab... The grab itself needs more start up lag, like Link's, or Samus'. It's too fast at the moment, since it's almost instant... I was driving Wolfric crazy spamming it. XD

Well, I'm (because I'm tired, I'm gonna pass) out, I look forward to the progress. :)


I see.

Remember this bit:

Also, this is how it'd work:

After the 3 seconds charge, his Forward Smash will be octaslash, BUT, for Octaslash to trigger he needs to connect the first slash of it, if the first slash doesn't hits a character, it'd stop right away and go back to the normal Fsmash.


That's not gonna work right. I hate having to explain myself of why it won't work but here goes.

To do this, I would need to use the if statement "if hit box connects" so its going to need atleast one hit box or slash to activate it. HOWEVER, I want forward smash to be a ONE hit slash if it is not charged by up taunt. If I do it like the way you just stated then it will cause forward smash to have TWO hits when its not charged by up taunt.
The only way your idea would work is if the first slash is related to octoslash. It was related before (in the version that is currently released) but not anymore since an uncharged side smash slash animation is completely different than the first slash of octo-slash (I made two new animations). I'm not sure if this is making sense to you guys. :-/


I already have forward smash done since last night. It only does ONE hit slash when its not charged by uptaunt and it does octoslash when it is charged by up taunt. Both animations are completely different and unrelated.



Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: DoctorFlux(Mariodk) on September 12, 2011, 08:33:30 AM
Do see my last PM since i needing  help with change PkFire to a other GFX on Lucas


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: DivineOverlord on September 12, 2011, 08:52:29 AM
Do see my last PM since i needing  help with change PkFire to a other GFX on Lucas

oh so you just need a Yellow Halo graphic, you can use Zelda's Flor start model and set the y-scale to 0 to make a yellow halo graphic. There's probably other ways too but I'd have to check lol...oh or maybe even the smash ball model could work by making the ball in the center invisible XD


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: MandoWolfe on September 12, 2011, 09:39:21 AM
Hey DO. I was wondering if you fixed that problem with the B attacks? Like i think it would be great if the B attacks that charge up will go through the opponent after the second charge. i mean wouldnt it be pointless if Sephiorth was able to charge up his black materia and fires it at someone, only for them to just attack it and completely negate it? I would say the same for the Down B on the ground.

I just want to know if this was done. i think that would improve his skills just a bit more.


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: DivineOverlord on September 12, 2011, 09:46:06 AM
Hey DO. I was wondering if you fixed that problem with the B attacks? Like i think it would be great if the B attacks that charge up will go through the opponent after the second charge. i mean wouldnt it be pointless if Sephiorth was able to charge up his black materia and fires it at someone, only for them to just attack it and completely negate it? I would say the same for the Down B on the ground.

I just want to know if this was done. i think that would improve his skills just a bit more.

fixed that last night.  I mainly followed this


Damage.

AAA, can be left alone.

Side tilt, 13% if all hits hit.

Down tilt, I'd say leave it as is.

Up tilt, same.

Dash attack, maybe 7%.

Side smash, no sweetspot at the tip, 8% or 9%, kills Mario at 155% and charges like normal, no new attack for the full charge smash attack, it just gets as powerful as a normal full charge smash gets... But... After an up taunt, it becomes Octoslash, after swapping the up taunt to side taunt, and making the wing taunt turn on and off the wing, the new up taunt should be a charging taunt, he charges for about 3 seconds, or 3 in a half, just a bit less then SDo0m's Cloud's... After the charge, he can do Octoslash, this would have 5 slashes, if the first hit misses though... Well, think of his side tilt, but less lag.

If it hits, it should do about what it does now, maybe just a bit more, and be so fast slashing, the foe can't get out, and on the fifth slash, any part of the blade would kill at about 110%. The reason behind this, is to give the Final Fantasy series it's own gimmick, like how all Fire Emblem characters have a counter. Something like this idea can also be done for Tidus, and Diabolos.

Up smash, leave it be damage wise, however knock back wise, it should kill Mario at 120%, the hit box... Maybe should stay out a bit longer? This way it can be a dodge roll punishing kill move, since Sephiroth will be vulnerable from behind... I want this to be a bit of a mind game kill move, make the foe SO sure they can get behind him... Then BAM! Killed by up smash. 

Also, the animation needs editing, so the sword is right in front of him when the move starts, part of it's problem is the odd hitbox it has...

Down smash, 16%, and should be able to kill Mario at 110%, nerf the hit box range downward, but otherwise leave it as is, it makes a good spot dodge punishing kill move. And edge guard kill move.

Forward air, no sweet spot damage, just strictly 6%, or 7% for all parts of the blade, this way if spammed, it would only do 3% or 4% damage, thanks to stale moves.

Neutral air, no tipped sweet spot, and little kill power, 11% damage if both hits hit.

Up air, 17% damage if all hits hit.

Down air, leave the damage as is, however, there should be a sweet spot right at the center... The knock back should kill Mario un-sweet spotted at 145%. But at the center, 115%.

Back air... We'll wait until the actual attack has been made, if it's like I want it, slow, but has a lot of knock back... 16%.

Neutral B ground, uncharged, 6%, level two, 11% damage, level three, 22%. It also needs to not be canceled if it hits a foe's attack... It should go through the foe's attacks. However knock back wise, leave it as is, level three is hard as heck to hit with anyway.

Neutral B air, 37%, with no kill power at all, it shouldn't even be able to kill Jigglypuff at 999% damage.  Also, it should allow A moves to be used after it's used, but no B button moves, Hollow did this coding for side and down B air before, so it's possible.

Side B ground, leave it as is, but adjust the hit box to make it more reliable.

Side B air, it can at the moment deal 18% if all hits hit... But I'd say leave it be, because not all hits are gonna likely hit, plus the move is unsafe to spam. It makes a good cross up move.

Up B, maybe 10%? And no sweet spot, it should be able to kill Mario at 140%, it should also have a tad bit more start up perhaps... And slower rising speed, like in Dissidia.

Down B ground, level one charge, leave it be, level two, it can deal 18%... Perhaps 15%? Level three, at the moment can deal 32%, this should be 30%, I take back what I said about it earlier, since it can be DI'd out of, it's only broken in a stage with a ceiling. But it's still avoidable.

Down B air, give the third hit more knock back, and if possible, make the hits come out faster. Or more hit stun, so the foe doesn't shield out of it even if it hits them.

Final smash... Well, there should be for now only one, this would save file space... It should be Hollow's final smash, since it looks the best out of the two, also, it should deal really high damage, but not kill in one hit... I'd say it could deal 150% damage, but not kill.

And his air movement being reduced, even SDo0m agreed here with me. He has too much air control, make it less good, like Ike's, or something, but keep his fall speed the same.

These changes would finish him o




















I made a new down throw animations and back air lol


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: MandoWolfe on September 12, 2011, 09:55:50 AM
lol well i think that's great. i hope he gets finished soon.


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: DivineOverlord on September 12, 2011, 10:00:51 AM
lol well i think that's great. i hope he gets finished soon.

haha im done. the new down throw is soo [censored]ing cool lol :af:

now all i have to do is re-make the other versions ughhhhhhh its gonna take me awhile but I should be done today.


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: Albafika on September 12, 2011, 10:03:45 AM
So, in other words, for it to work the way I said (after the utaunt, if first slash connects, it'd hit with the other 4 hits, and if it doesn't connects, it'd go back to being the normal fmash after getting back in position from not connecting the slash), the first slash of the normal fsmash would need to be the same first slash of the octaslash? If this is what you're saying, I'm fine with it, it could work out somehow, OR, we could have the normal fsmash be 2 slashes like Link's and that'd also make octaslash work the way I said?


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: DivineOverlord on September 12, 2011, 10:11:23 AM
So, in other words, for it to work the way I said (after the utaunt, if first slash connects, it'd hit with the other 4 hits, and if it doesn't connects, it'd go back to being the normal fmash after getting back in position from not connecting the slash), the first slash of the normal fsmash would need to be the same first slash of the octaslash? If this is what you're saying, I'm fine with it, it could work out somehow, OR, we could have the normal fsmash be 2 slashes like Link's and that'd also make octaslash work the way I said?

yeah but I already made a new slash animation based off dissidia, i don't wanna go back and work on forward smash again when I already finished it. XD


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: _Data_Drain_ on September 12, 2011, 12:43:31 PM
yeah but I already made a new slash animation based off dissidia, i don't wanna go back and work on forward smash again when I already finished it. XD
Alright, I think I have a compromise, maybe Octoslash can have some end lag, or heck, the actual move had start up lag in Dissidia, so that might work out alright... This way, you still have to be careful when you use it?

At least that seems like an okay idea... Since you would have to kinda play mind games with your foe, it could also do less shield damage then it does normal damage? This way, it won't break a shield instantly.


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: Albafika on September 12, 2011, 01:03:26 PM
Alright, I think I have a compromise, maybe Octoslash can have some end lag, or heck, the actual move had start up lag in Dissidia, so that might work out alright... This way, you still have to be careful when you use it?

At least that seems like an okay idea... Since you would have to kinda play mind games with your foe, it could also do less shield damage then it does normal damage? This way, it won't break a shield instantly.
Meh, I was picturing the move to be OP, like, if the first connects, the opponent needed to fear for his stock.


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: _Data_Drain_ on September 12, 2011, 01:41:29 PM
Meh, I was picturing the move to be OP, like, if the first connects, the opponent needed to fear for his stock.
True... But it would still deal high damage, and still kill at low percentages... Hm...

Man... Now I feel bad for wanting the normal forward smash to be different...


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: Hackingstar on September 12, 2011, 02:27:38 PM
i think actually i might revamp my custom made b-air for sephiroth. i kinda rushed a bit so yeah...and also sorry to delay but i may not work on it till this friday or the weekend or whenever i have free time.


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: DivineOverlord on September 12, 2011, 04:18:49 PM
I'm gonna release version 5.0 tonight. I won't be updating this again for a long time lol I'll release it as "Final Version?"


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: Hackingstar on September 12, 2011, 05:21:16 PM
wait if i recall correctly, did you say that you made a b-air for sephy already?


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: Tasty Pumpkin Clock on September 12, 2011, 06:36:16 PM
Did you change the Up Throw? High knockback, no knockback growth, low damage?
Everything sounds good though...


Title: Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: DivineOverlord on September 12, 2011, 07:59:56 PM
wait if i recall correctly, did you say that you made a b-air for sephy already?

yeah, i based it off the one you made, i just revamped the animation.


Did you change the Up Throw? High knockback, no knockback growth, low damage?
Everything sounds good though...

it currently has a good amount knockback (in v4.4) u sure you want more?



















version 5.0 released

-use up taunt to activate Octo-slash as a side Smash otherwise he does one slash.

-I revamped all animations
-Edited hitboxes and damages
-Made new back air, down throw, and octo-slash animations
-more ++++


Title: Re: KH2/FF7/DIS Sephiroth V5.0 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: _Data_Drain_ on September 12, 2011, 09:55:35 PM
Okay, I notice Octoslash's charge taunt is too quick, it should be about 3 seconds... Although Octoslash is weaker then I expected too. Doing only 19% damage, and not killing until high percentages. XD

He still has crazy air movement, since he can still weave back and forth... The jump height, and fall speed don't need changing, just the air control... Maybe make it like Ike's? Or Snake's?

His up smash is still too weak, it needs more kill power I believe. It killed Mario, on Final Destination at about 140%, it should be 125% or so. It also has hardly any range at the top... It should be an anti air move honestly...

The fire pillars can still be interrupted by another attack.

Heartless Angel's damage boost is nice, but it would be nice if he could use A button aerials after it's animation is done, more so now then before, since the foe doesn't even flinch now, there for, even if you hit with it, you're not 100% safe.

...

Okay, now I feel bad for finding some flaws in this version... Lets move onto some good points in this version, shall we?

The new back air seems pretty nice actually, it's a bit harder to land then his other aerials, but has good kill power.

The new back throw animation's pretty nice actually, he looks cool doing it now. :P

The dash attack's animation looks much better. And the move itself is better now too.

The new forward smash is great, it animates pretty well, and functions like I would have thought, nice work there. The only thing it needs, is a slight bit more kill power, maybe... Hm... It has slow start up... But it's pretty safe end lag wise... 125%? ...Again, I'm sorry I'm saying this needs one more change... When I said 155%, I was thinking based on the old one, the one that was near instant, and had damn good range. This new one though has way less range, but I like it SO much more then his old one. Just a little knock back fix, and it's all good.

I see Hell's Gate got that power boost I wanted, nice, very nice.

The hair looks a lot better now, good work there.

It seems like most animation glitches were fixed, like AAA with his arm spinning, nice work taking care of that. :P

Now, at first I thought down throw could infinite... But nah, it was just the CPU I was fighting at the time being dumb, it's a great set up throw, you can use AAA, although the second hit can be shielded, but you CAN use down tilt it seems, all and all, not bad, the animation's a little quick, but it looks alright.


All and all, if someone else gets here, there should be a few more fixes, but, this is REALLY close to the VERY last version, I'd say one more update, and he's done.

Edit: Erk... One of his win animations makes him move oddly... Like he slides, then pops back into place, then slides again... Rinse, repeat.


Title: Re: KH2/FF7/DIS Sephiroth V5.0 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: Tasty Pumpkin Clock on September 13, 2011, 02:02:15 AM
Nice! But I think you should upload an alternate finished version with the original forward smash as well.
Also those tiny flaws Data mentioned... if those could be fixed then I think we're golden. :D


Title: Re: KH2/FF7/DIS Sephiroth V5.0 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: MandoWolfe on September 13, 2011, 01:26:55 PM

Edit: Erk... One of his win animations makes him move oddly... Like he slides, then pops back into place, then slides again... Rinse, repeat.

well that's a simple fix. Just go to the Win3Wait, go to the last frame and just put a negative sign in front of the number on the XRotN bone.


Title: Re: KH2/FF7/DIS Sephiroth V5.0 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: _Data_Drain_ on September 13, 2011, 02:28:54 PM
Alright... I tried my hand at fixing his air mobility... I think I did alright.
http://www.mediafire.com/?ctx1ja2t59p5lv2
In PSA, the changes start at "Air mobility"... I think the real problem was, the "Air stopping mobility", that was set originally to 6... And most normal characters have it at 00.1... So anyway, see what you all think of this.

This by the way is the balanced version, with only Heaven's Light as an up B.


I do feel the overpowered versions should keep that absurd air movement though. So this should only be three pacs to edit.


Title: Re: KH2/FF7/DIS Sephiroth V5.0 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: DivineOverlord on September 14, 2011, 01:48:42 AM
^ I seee.



by the way, why is there 2 dissidia games? theres one regular one and then there's the ducideum one. I was gonna buy it but I don't know why there's two versions @_@


Title: Re: KH2/FF7/DIS Sephiroth V5.0 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: _Data_Drain_ on September 14, 2011, 01:51:24 AM
^ I seee.



by the way, why is there 2 dissidia games? theres one regular one and then there's the ducideum one. I was gonna buy it but I don't know why there's two versions @_@
Get Dissidia Duodecim, it's basically Dissidia 2.0.

It further balanced the characters, and added a lot more content... Like... GILGAMESH!

And is overall a better game.


Title: Re: KH2/FF7/DIS Sephiroth V5.0 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: DivineOverlord on September 14, 2011, 02:18:41 AM
^ oh nice lol


Title: Re: KH2/FF7/DIS Sephiroth V5.0 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: _Data_Drain_ on September 14, 2011, 03:18:46 AM
Indeed, heck, if you go all the way through one of the hardest modes in the game... You unlock a playable boss character.

So yeah, get Duodecim. :P


Title: Re: KH2/FF7/DIS Sephiroth V5.0 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: Albafika on September 14, 2011, 06:19:11 AM
Indeed, heck, if you go all the way through one of the hardest modes in the game... You unlock a playable boss character.

So yeah, get Duodecim. :P
Plus, it has all the content "Dissidia 1" have, so really, Dissidia 1 is totally obsolete. Dissidia 012 on the other hand have new characters like Lighting, kain, Vaan, Yuna, Prishe, Gilgamesh, Tifa, Laguna and "Aerith".


Title: Re: KH2/FF7/DIS Sephiroth V5.0 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: DivineOverlord on September 14, 2011, 05:15:20 PM
Okay, I notice Octoslash's charge taunt is too quick, it should be about 3 seconds... Although Octoslash is weaker then I expected too. Doing only 19% damage, and not killing until high percentages. XD

He still has crazy air movement, since he can still weave back and forth... The jump height, and fall speed don't need changing, just the air control... Maybe make it like Ike's? Or Snake's?

His up smash is still too weak, it needs more kill power I believe. It killed Mario, on Final Destination at about 140%, it should be 125% or so. It also has hardly any range at the top... It should be an anti air move honestly...

The fire pillars can still be interrupted by another attack.

Heartless Angel's damage boost is nice, but it would be nice if he could use A button aerials after it's animation is done, more so now then before, since the foe doesn't even flinch now, there for, even if you hit with it, you're not 100% safe.

...

Okay, now I feel bad for finding some flaws in this version... Lets move onto some good points in this version, shall we?

The new back air seems pretty nice actually, it's a bit harder to land then his other aerials, but has good kill power.

The new back throw animation's pretty nice actually, he looks cool doing it now. :P

The dash attack's animation looks much better. And the move itself is better now too.

The new forward smash is great, it animates pretty well, and functions like I would have thought, nice work there. The only thing it needs, is a slight bit more kill power, maybe... Hm... It has slow start up... But it's pretty safe end lag wise... 125%? ...Again, I'm sorry I'm saying this needs one more change... When I said 155%, I was thinking based on the old one, the one that was near instant, and had damn good range. This new one though has way less range, but I like it SO much more then his old one. Just a little knock back fix, and it's all good.

I see Hell's Gate got that power boost I wanted, nice, very nice.


Edit: Erk... One of his win animations makes him move oddly... Like he slides, then pops back into place, then slides again... Rinse, repeat.




i can do one more update today, only damage and hit box edits though....are these the only things need fixing?


Title: Re: KH2/FF7/DIS Sephiroth V5.0 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: _Data_Drain_ on September 14, 2011, 05:51:08 PM
That should be it, just use the pac I uploaded as a base.

After that... Well? He might be done programming wise.


Title: Re: KH2/FF7/DIS Sephiroth V5.0 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: DivineOverlord on September 14, 2011, 05:54:14 PM
^ programming wise? lol. I dont think you'll ever be satisfied XD. after all, there's no perfect PSA.


Title: Re: KH2/FF7/DIS Sephiroth V5.0 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: MandoWolfe on September 14, 2011, 05:56:04 PM
 :af:oh and just in case, dont forget about the win3 wait. if you look at it, he slides back and forth. i found out it had to do with a negative going to a positive on the XRotN bone. im not sure if it has to both be on positive or both negative, but that's the reason why he slides.


Title: Re: KH2/FF7/DIS Sephiroth V5.0 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: _Data_Drain_ on September 14, 2011, 05:58:20 PM
^ programming wise? lol. I dont think you'll ever be satisfied XD. after all, there's no perfect PSA.
True... Well, I think he'll be pretty much done, about 99.9% done. He'll most likely be balanced and all that.

So yeah, just make those last few changes, and he should be done.

Just make sure you use Mario as a test dummy, and test how each move kills in training mode.


Title: Re: KH2/FF7/DIS Sephiroth V5.0 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: DivineOverlord on September 14, 2011, 06:00:31 PM
:af:oh and just in case, dont forget about the win3 wait. if you look at it, he slides back and forth. i found out it had to do with a negative going to a positive on the XRotN bone. im not sure if it has to both be on positive or both negative, but that's the reason why he slides.

you must be using the left handed version. everthing is good in the right handed one. I rushed though the left handed version animations since there's just too much work having two versions.

True... Well, I think he'll be pretty much done, about 99.9% done. He'll most likely be balanced and all that.

So yeah, just make those last few changes, and he should be done.

Just make sure you use Mario as a test dummy, and test how each move kills in training mode.

I feel its pointless to continue my part in updating him since satisfaction is never achieved lol just saying...so yeah, I'll leave that to hollow, BBB, or tormod to do it.


Title: Re: KH2/FF7/DIS Sephiroth V5.0 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: _Data_Drain_ on September 14, 2011, 06:02:58 PM
I feel its pointless to continue my part in updating him since satisfaction is never achieved lol just saying...so yeah, I'll leave that to hollow, BBB, or tormod to do it.
No no, not at all, I'm just too picky. XD;

Make this update, and you won't have to deal with my feedback on Sephy anymore, whatever else you make that interests me, I might give some feedback on those. :P

Take a break after this is done, like... Play some games, and stuff.

Edit: DO... I'm really sorry about being a jerk... Actually... I think he'll be done if you do these updates...

I think the only thing that would be left is some slight animation fixes, but for quite awhile, this could be the final version, since it would be balanced, still powerful, but hard to hit with the kill moves, but worth it.

Plus... Dude, Hollow left pretty much... He's not gonna finish this...


Title: Re: KH2/FF7/DIS Sephiroth V5.0 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: Hackingstar on September 14, 2011, 06:39:50 PM
and also the f--ah [censored] it. it obviously ain't gonna happen.


Title: Re: KH2/FF7/DIS Sephiroth V5.0 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: _Data_Drain_ on September 14, 2011, 08:23:16 PM
DO... I just really hope you change your mind about this... I'm sorry I sounded so picky... What I meant was. Programming wise, Tormod can fix the animations for the absolute final version.

Your programming changes would be the final time the PSA itself would need to be changed...

So please, don't give up on this...




Edit:
I edited the up smash... I gave the edits to DO, I want him to see what he thinks...


Title: Re: KH2/FF7/DIS Sephiroth V5.0 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: SiLeNtDo0m on September 15, 2011, 12:22:27 AM
DO you are one patient and persevering dude.  Props to you for keeping this project going for so long :)


Title: Re: KH2/FF7/DIS Sephiroth V5.0 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: Puraidou on September 15, 2011, 01:03:23 AM
DO you are one patient and persevering dude.  Props to you for keeping this project going for so long :)
^This, totally this. (Sdo0m, go back to being dead now :P)


Title: Re: KH2/FF7/DIS Sephiroth V5.0 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: _Data_Drain_ on September 15, 2011, 01:46:19 AM
Man... That didn't help me feel better about possibly running him off. ._.

 And my feedback would normally make you all quit too? Nice to know...

...

Anyway...

I just hope he reads my PM... Since I fixed Sephiroth's air mobility, and his up smash... He only needs to do a few more things now, just a few more...


Title: Re: KH2/FF7/DIS Sephiroth V5.0 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: DivineOverlord on September 15, 2011, 02:03:55 AM
^ its no biggy. I might get back to sephy. I've been working on Lloyd Irving (over pit) during my leisure time.
(http://i1233.photobucket.com/albums/ff384/divineoverlord/al_110915_0048binout.jpg)



XD


Title: Re: KH2/FF7/DIS Sephiroth V5.0 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: _Data_Drain_ on September 15, 2011, 02:07:25 AM
Oh? Heh, looks interesting. :P

Lloyd should fit in Brawl pretty well, basing his moves off of ToS, like... Psy Tempest as up B.


And again... I'm really sorry about that whole mess... I might for now edit the other balanced pacs to include my new physics, and up smash knock back.


Title: Re: KH2/FF7/DIS Sephiroth V5.0 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: Puraidou on September 15, 2011, 02:46:30 AM
^ its no biggy. I might get back to sephy. I've been working on Lloyd Irving (over pit) during my leisure time.
[url]http://i1233.photobucket.com/albums/ff384/divineoverlord/al_110915_0048binout.jpg[/url]
XD
Hell yesz! Lloyd for the win! 8D
(BTW, you should totally make Judith. She's a combo wombo machine! XD)

And Data, just so you know. Your feedback combined with Wolfric's have been the key to balancing and perfecting Sephiroth, DO has the brains and you have the info. (DO needs to toughen up :P XD jk of course :P)


Title: Re: KH2/FF7/DIS Sephiroth V5.1 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: DivineOverlord on September 15, 2011, 01:56:01 PM
who's judith? I've been looking for a female combo character for a zelda psa lol


Title: Re: KH2/FF7/DIS Sephiroth V5.1 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: Tempo_ on September 15, 2011, 02:05:28 PM
(http://images.wikia.com/aselia/images/9/9d/Judith1.png)

Her? Yes please. :O


Title: Re: KH2/FF7/DIS Sephiroth V5.1 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: Albafika on September 15, 2011, 02:22:13 PM
Combo character, hmm. Either Judith or Sheena
(http://images.wikia.com/aselia/images/a/a6/Sheena_from_different_points_of_views.jpg)


Title: Re: KH2/FF7/DIS Sephiroth V5.1 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: DoctorFlux(Mariodk) on September 17, 2011, 04:45:31 AM
im gonna release an updated version first with all the fixes to hair and damage tweeks....then after i finalize the dissidia final smash, I'll update it again. oh I already have it done, its pretty easy to do XD..i just need to fix the ghost gotents texture i have
then you is done with this? so i can maybe continue my work on Gotenks i mainly just waiting for you
(i know this post is afew days since but i just want to know you have fixed that texture)


Title: Re: KH2/FF7/DIS Sephiroth V5.1 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: DivineOverlord on September 17, 2011, 03:11:04 PM
its  not 100% done, more like 70% lol


Title: Re: KH2/FF7/DIS Sephiroth V5.1 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: Ultraxwing on September 17, 2011, 03:25:36 PM
Does this Lloyd have the Beast Graphic? and the ability to do Rising falcon, then Beast Combo =3????

Cause i like to Rising Falonc, then Immediatly Use beast as he slides.


Title: Re: KH2/FF7/DIS Sephiroth V5.1 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: DivineOverlord on September 17, 2011, 03:28:36 PM
Does this Lloyd have the Beast Graphic? and the ability to do Rising falcon, then Beast Combo =3????

Cause i like to Rising Falonc, then Immediatly Use beast as he slides.

yeah im using the beast model that was made for the lloyd psa over wolf which is really perfect XD...this psa seems easy to do now that im more experienced :-)


Title: Re: KH2/FF7/DIS Sephiroth V5.1 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: Ultraxwing on September 17, 2011, 03:32:13 PM
Also, may i suggest, using the two swords somehow? i like the Lloyd Vertex, but the swords are meh. how about import the sword's over the Bow, and the Arrow, for one goes in one hand and the other in another. no hexing needd to make the swords appear. or are you using the arrow as a Demon Fang so it can be reflected back?


Title: Re: KH2/FF7/DIS Sephiroth V5.1 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: Hackingstar on September 17, 2011, 03:32:31 PM
DO quick reminder question. what happens on 9-23-2011 again?


Title: Re: KH2/FF7/DIS Sephiroth V5.1 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: DivineOverlord on September 17, 2011, 04:00:57 PM
Also, may i suggest, using the two swords somehow? i like the Lloyd Vertex, but the swords are meh. how about import the sword's over the Bow, and the Arrow, for one goes in one hand and the other in another. no hexing needd to make the swords appear. or are you using the arrow as a Demon Fang so it can be reflected back?

i dont know how to vertext for brawl anymore since i have the latest 2012 max 3ds

DO quick reminder question. what happens on 9-23-2011 again?

oh thats when i go back to school lol


Title: Re: KH2/FF7/DIS Sephiroth V5.1 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: Ultraxwing on September 17, 2011, 04:18:23 PM
I'm not saying a Vertex, i'm saying use the sword models which are in Wolf's pac. and make them appear on Pit. and make the sword's appear form either the Motion etc. or the pac. and make Lloyd have his authentic swords. =3


Title: Re: KH2/FF7/DIS Sephiroth V5.1 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: _Data_Drain_ on September 17, 2011, 07:42:44 PM
Hey, DO, did you get my PM? I just wanted to know if I fixed Sephiroth's air movement.

And if I did... Mind if I do this for the other pacs? I think other then a few things, he's pretty much finished after that, the only thing I would want after this, is up taunt taking 3 in a half seconds, Octoslash doing 25% damage, and killing at about... 60%? 70%

And er... I discovered a glitch I haven't before... Since well, I haven't used the ones with the taunt enabled flight.

He can if you do it right, cancel his flight with an attack, then flight again... You might want to fix that. Unless flight could be for the unbalanced versions only. :P


Title: Re: KH2/FF7/DIS Sephiroth V5.1 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: DivineOverlord on September 18, 2011, 01:05:39 AM
^ i would but right now i have zero interest in sephiroth lol. I'm working on Lloyd :-)


Title: Re: KH2/FF7/DIS Sephiroth V5.1 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: _Data_Drain_ on September 18, 2011, 01:52:40 AM
^ i would but right now i have zero interest in sephiroth lol. I'm working on Lloyd :-)

In that case... Mind if I make an update? Just making his air movement normal for all balanced versions.

Edit: I released that edit. His air movement should be normal.

Edit 2: I for the heck of it made a video.
http://www.youtube.com/watch?v=86W58q9pDdY


Title: Re: KH2/FF7/DIS Sephiroth V5.1 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: Hackingstar on September 18, 2011, 01:04:33 PM
http://www.youtube.com/watch?v=j7RDj8nco3U

is this glitch ever gonna be fixed? or is it "not fixable"? :srs:


Title: Re: KH2/FF7/DIS Sephiroth V5.1 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: _Data_Drain_ on September 19, 2011, 07:54:58 AM
Sad to say, for the left handed version... It isn't possible to fix, even changing the animation still makes him do that glitch... Use the right handed version, his polygons still explode for a split second, but he doesn't seem to teleport.

...

Otherwise, I'm really happy with how he is now, he's a powerful punishing character, with a distinct play style... And likely STILL no match for Meta Knight in tourny play, since his moves are hardly punishable. XD

So yeah... At least not for a good while, he doesn't need anymore work honestly, other then SMALL changes. (Although I'm afraid to make them, since his physics seemed to mess up, even though something unrelated was edited... Although I guess animation fixes would be alright...) Otherwise, I'd say he's done.

And I must say... I feel all the feedback was well worth it. *sheds a tear... *Doesn't fake manliness**

He's very interesting to play as.

...And you know? (As useless as it is in a real match), I love how Heartless Angel is, you can almost hear him saying "Descend... Heartless Angel!" Without him saying it in game. XD

Overall, DO? You should be proud.


Title: Re: KH2/FF7/DIS Sephiroth V5.1 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: MandoWolfe on September 19, 2011, 09:07:27 AM
^ oh someone should edit the sound pack so he does say that! lol XD that would be awesome.


Title: Re: KH2/FF7/DIS Sephiroth V5.1 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: Hackingstar on September 19, 2011, 03:34:53 PM
someone i know would do that...but he quit. cuz of animation location screwups in brawlbox...it's a long story.


Title: Re: KH2/FF7/DIS Sephiroth V5.1 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: MandoWolfe on September 19, 2011, 04:04:10 PM
well if you'd be willing to make the sounds. I'd be willing to do that editing through PSA part. Of course if DO's ok with me messing with that.


Title: Re: KH2/FF7/DIS Sephiroth V5.1 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: Hackingstar on September 19, 2011, 04:52:26 PM
i already made a sound pack for sephiroth. all i'd have to do is input some phrases you'd prefer for some moves (like the last guy wanted to).


Title: Re: KH2/FF7/DIS Sephiroth V5.1 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues
Post by: _Data_Drain_ on September 20, 2011, 09:09:52 AM
Well, I figured his color pack could use an update...

Red Team: Kefkaroth.
(http://i956.photobucket.com/albums/ae41/_Data_Drain_/al_110920_1042binout.jpg)
(http://i956.photobucket.com/albums/ae41/_Data_Drain_/al_110920_1044binout.jpg)

Blue Team: Vergil's outfit.
(http://i956.photobucket.com/albums/ae41/_Data_Drain_/al_110920_1045binout.jpg)
(http://i956.photobucket.com/albums/ae41/_Data_Drain_/al_110920_1048binout.jpg)

Green Team: Army Uniform.
(http://i956.photobucket.com/albums/ae41/_Data_Drain_/al_110920_10501binout.jpg)
(http://i956.photobucket.com/albums/ae41/_Data_Drain_/al_110920_1052binout.jpg)

Black: ...For the heck of it, Xemnas... And I do mean Xemnas, the difference is however, he has a plasma Masamune.
(http://i956.photobucket.com/albums/ae41/_Data_Drain_/al_110920_11151binout.jpg)
(http://i956.photobucket.com/albums/ae41/_Data_Drain_/al_110920_1122binout.jpg)

White: Aeon's Outfit.
(http://i956.photobucket.com/albums/ae41/_Data_Drain_/al_110920_11112binout.jpg)
(http://i956.photobucket.com/albums/ae41/_Data_Drain_/al_110920_1108binout.jpg)

Like before, I'm NOT putting these in the vault, since it's not really my work... I just added Sephiroth's features onto other Marth hacks. I'd get reported for plagiarism... But as always, you all can download them here. I hope someone likes these. XD

http://www.mediafire.com/?3pln1803er7izq6

Edit: On a randomish note...
http://www.youtube.com/watch?v=YKQiD7_hM38
This shows a few things more then my other video (even if the Sephiroth PSA has odd GFX... Blame the rel port, plus in this case, it went nicely with Zero Two. :P)

Also, at 1:57, there's a nice use for down throw... You can use it to SEMI chain grab, I say semi because, your foe can dodge roll away before the second grab. In other words, it's a set up grab to make your foe more predictable. Since they have only a few options to get away from you... So, lets say you charged up Octoslash before this, if your foe dodges away from you, you can chase them down with Octo slash.

Though I haven't found out what you can do when they dodge behind you... You might be able to up smash if you do it as soon as you can move again, and they happen to dodge roll behind you.