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?
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.
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)
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?
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.
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.
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.
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.
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?
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?