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Author Topic: Todd Ingram's Moveset Ideas Thread  (Read 20798 times)
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Element
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    « Reply #75 on: June 10, 2012, 05:55:42 AM »


    Up arial...for black mage is my -personal- problem. It's fine, but I never liked attacks like that where an effect just happens and hurts foes. I hate zeldas. Stupid magic explosion...and I do like the side B idea, sounds very nice, but how will it be spam-proof?
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    Todd_Ingram
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    « Reply #76 on: June 10, 2012, 08:12:36 AM »


    Yeah, as an up aerial, I chose it because it sort of fit his play style of having magic based attacks that had fair lag but could still do a lot of damage.
    Let me re-tool it a little and see what I can do.
    Side B should be spam-proof by making start-up and end lag punishable. If you use it at close range, you're going to get clobbered. If you use it at long range, chances are you can't hit them over and over not only because of lag, but because they're going to be knocked far enough away that they'll stay out of your range for a while.
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    Element
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    « Reply #77 on: June 10, 2012, 11:16:32 AM »


    Alright, that sounds like it would work. And by the way, never try to include every aspect of a character into a moveset. No, you did fine with black mage. Did you get some ideas from super smash flash 2?
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    « Reply #78 on: June 10, 2012, 11:46:26 AM »


    I haven't played Super Smash Flash. Most of my ideas came from the original Final Fantasy, which I've played through about twice. I tried to use some of his magical arsenal from that game specifically.
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    « Reply #79 on: June 10, 2012, 11:55:32 AM »


    Oh, some things reminded me of super smassh flash. The character doesn't really feel all that solid though. Like the a, side tilt, back air, forward air and down air feel normal....the pummel and down tilt...kind of up tilt but everything else feels funky. You should play the game and see how their black mage did well and where it did poorly.
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    « Reply #80 on: June 10, 2012, 12:39:13 PM »


    I'll check it out sometime.
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