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Question: Gyarados Size
Should be smaller
Size is perfect
Should be bigger

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_Data_Drain_
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    « Reply #300 on: December 11, 2012, 05:56:32 AM »


    i think the down air is fine since its very hard to spike with it  and you wouldnt want to off screen or you die either way lol and its taill range isnt that op
    I still say it should have SOME landing lag. Because right now, it's really quite easy to abuse. Plus it just doesn't feel right. Again, compare it to the rest of the cast's "falling" down airs. It has less lag then anyone else's.

    The spike is not the problem. It's how fast it is, and how little recovery time there is. You can pretty much after landing IMMEDIATELY attack, shield, or jump out of the landing.

    THAT is what I feel is wrong with this move.
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    « Reply #301 on: December 11, 2012, 06:01:10 AM »


    I still say it should have SOME landing lag. Because right now, it's really quite easy to abuse. Plus it just doesn't feel right. Again, compare it to the rest of the cast's "falling" down airs. It has less lag then anyone else's.

    The spike is not the problem. It's how fast it is, and how little recovery time there is. You can pretty much after landing IMMEDIATELY attack, shield, or jump out of the landing.

    THAT is what I feel is wrong with this move.

    the only way to give it  more lag is to increase the animation frames since it isnt a true aerial move it uses 3 subactions not 2 i will add 10 frames to the landing animation
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    « Reply #302 on: December 11, 2012, 06:09:50 AM »


    the only way to give it  more lag is to increase the animation frames since it isnt a true aerial move it uses 3 subactions not 2 i will add 10 frames to the landing animation
    Hm... Just make sure that the 10 frames aren't cancelable...

    I'm gonna PM you a video on why I feel the down air in it's current state seems off to me... When it uploads that is.
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    « Reply #303 on: December 11, 2012, 06:13:47 AM »


    Hm... Just make sure that the 10 frames aren't cancelable...

    I'm gonna PM you a video on why I feel the down air in it's current state seems off to me... When it uploads that is.

    if its cancellable i cant do nothing about it sice it doesnt have any cancelable code on all 3 subactions
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    « Reply #304 on: December 11, 2012, 06:20:50 AM »


    if its cancellable i cant do nothing about it sice it doesnt have any cancelable code on all 3 subactions
    Hm... You could take a look at Sephiroth's down air coding in that case.

    IF it's cancelable after adding more end lag to the move. If not... Okay then. Mission accomplished.
    XD

    And if all else fails. We can have KJP take a quick look at it. And see what he thinks.
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    « Reply #305 on: December 11, 2012, 09:29:54 AM »


    It shouldn't be cancelable unless you put in an allow interrupt somewhere in there.
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    « Reply #306 on: December 11, 2012, 09:35:29 AM »


    I see feedback posts. Tongue

    I'll read those, then I'll put in my glide coding.

    So don't make any changes to the PSA yet, Carnage.
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    « Reply #307 on: December 11, 2012, 09:37:52 AM »


    To sum it up...

    More end/landing lag on the down a air.

    Thats really about it...
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    « Reply #308 on: December 11, 2012, 09:53:46 AM »


    Hm... You could take a look at Sephiroth's down air coding in that case.

    IF it's cancelable after adding more end lag to the move. If not... Okay then. Mission accomplished.
    XD

    And if all else fails. We can have KJP take a quick look at it. And see what he thinks.
    found out the problem altough im not sure how to fix it without messing put the rest of the moveset

    ridley Air Low attack doesnt go to the  air landing low animation but to landing heavy animation thats why it can be interrupted at any time and if i mess with that animation everytime you land on the stage you would get tons of landing lag
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    « Reply #309 on: December 11, 2012, 10:03:23 AM »


    Make it go to the landingairlw animation then?
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    « Reply #310 on: December 11, 2012, 10:25:46 AM »


    Make it go to the landingairlw animation then?
    found out hot to fix it i need to make but variable 30 tru on the beggining if the move so it is considered an  aerial for aerial landing lol so yeah kjp if your adding the glide do this

    go to his hurtboxes with the pac open directly change his hipN(bone index5) to radius 5.5 this make samus being able to plummel reidley just fine

    then go to the beggining of airlowstart and put bit variable 30=true

    go to attackair low subaction and delete the loop thats in the gfx tab about the ground this should solve all the air low problems

    also go to the sse atributes and change jumps to 3 and size to 1.4

    then add your glide xD
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    « Reply #311 on: December 11, 2012, 10:40:08 AM »


    Actually...

    I'm going to need more gliding animations before I can put my glide in.

    -Start.
    -Forward.
    -Upward.
    -Downward.
    -Forward to Upward transition.
    -Forward to Downward transition.
    -Upward to Forward transition.
    -Downward to Forward transition.
    -End.
    -Attack.
    -Landing.
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    « Reply #312 on: December 11, 2012, 10:44:12 AM »


    Actually...

    I'm going to need more gliding animations before I can put my glide in.

    -Start.
    -Forward.
    -Upward.
    -Downward.
    -Forward to Upward transition.
    -Forward to Downward transition.
    -Upward to Forward transition.
    -Downward to Forward transition.
    -End.
    -Attack.
    -Landing.
    you already have the glide landing/attack/end/ from charizard on the motion but cant you set animation frame on the animation that goes up and down? its preety easy to use the set animation frame  you need to disable the wing movement on that animation  i think kagemaru was the one who did that lol
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    « Reply #313 on: December 11, 2012, 10:48:20 AM »


    you already have the glide landing/attack/end/ from charizard on the motion but cant you set animation frame on the animation that goes up and down? its preety easy to use the set animation frame  you need to disable the wing movement on that animation  i think kagemaru was the one who did that lol
    I could try using that sort of coding. But I would need to find appropriate values to use for Momentum.
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    « Reply #314 on: December 11, 2012, 10:51:57 AM »


    I could try using that sort of coding. But I would need to find appropriate values to use for Momentum.
    didnt you already have those for scizor? its an awnsome code for example you want to keep  the animation on frame 34 for ever you do this on the beggining of the subaction

    set loop infinite
    set animation frame 34
    sinc timer 0,5
    execute loop and will be on the same frame for ever until you triger something

    been experimenting with this and i can make the attack air low just use a single subaction instead of start,loop one this even its preety usefull
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