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256  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added 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.
257  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added 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.

258  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added 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?
259  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KH2/FF7/DIS Sephiroth V.2.99 updated 4.30.11 - Alternate Editions Added 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. Smiley

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...

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. Tongue

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.
260  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed on: April 29, 2011, 09:42:21 PM
All you have to do is turn him around in all the animations. Not too hard.
261  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed 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.
262  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed on: April 27, 2011, 08:07:28 PM
Wait, he sheds feathers?
263  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed on: April 25, 2011, 08:18:41 PM
I have to go to bed guys. Can't do anything else today. \o/ Night guys.
264  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed 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.
265  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed 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.
266  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk & Up B land Glitch Fixed 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.
267  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.25.11 - A+B+walk glitch fixed 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.
268  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS on: April 25, 2011, 10:46:17 AM
On another random note... If you want to see something scary...


I haven't tested this in game yet...

Hm....
*texture time*
269  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS 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
270  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KH2/FF7/DIS Sephiroth V.2.9 updated 4.24.11 - BALANCED, OP, AND OG VERSIONS 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.
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