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« on: October 25, 2012, 11:17:22 AM » |
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I'm sure i'm not the only one who noticed in videos of tournaments, friendly matches... that Ike's and Marth's counters were rarely, even never used. It's comprehensive as if it fails, it makes the character vulnerable for a non negligible time. And it's not really the best way to get a KO. So i decided to do something about this. For Ike first. I also want to know if you think it's a good idea. That's why there is a poll. Go on, vote ! You have 15 days to do so. And now, as it's 100% done, here are some previews :LEVEL 1 Normal slash Default knockback LEVEL 2 Fire slash Better knockback LEVEL 3 Fire slash + explosion Better knockback than level 2 More details : When a counter is successfully done, it earns 2 points. When a counter fails because you take a hit BEFORE counter gets active, it does not lose or earn points. When a counter fails because animation ends or you take a hit AFTER counter is disabled, it loses 1 point. Level 2 is reached when points are between 2 and 5 (both included). Level 3 is reached when points are equal to 6 and higher. The smallest point value is 0. It can not be lower. The highest point value is 10. It can not be higher.
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« Last Edit: October 28, 2012, 05:50:12 AM by Chaoszard »
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« Reply #1 on: October 25, 2012, 11:38:53 AM » |
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he does need a new counter
agreed with this
vote:yes
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SSJ - The guy that can, but won't.
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« Reply #2 on: October 25, 2012, 01:16:24 PM » |
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Thanks for your support.
There are already some news. I tested it. It worked almost perfectly. 2 issues : Damages given can be changed in PSA but they don't change in game. It's always 10 and can be more but it depends on damages of countered attack. So i'm going to work on knockback instead of damages. The other one (this 10% last thing remaining) is, for an unknown reason, that it makes the game freeze when leaving training mode.
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« Last Edit: October 25, 2012, 01:18:24 PM by Chaoszard »
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« Reply #3 on: October 25, 2012, 04:48:12 PM » |
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wierd but ok
hope u can fix it
btw when your done can u make a version of it for ssb overdrive moveset, if not i understand
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SSJ - The guy that can, but won't.
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« Reply #4 on: October 26, 2012, 05:33:05 AM » |
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Good news again, now it's 100% complete and there is a preview of it. I can't confirm if it's 100% safe but i played 2 times in special brawl and went also into training mode. No freeze. I'll keep playing brawl with it to see if there is any issue.
SSJ i don't know what's this "ssb overdrive moveset" but when i'll release my Super Counter feel free to download it and copy/paste lines of codes into your .pac file, i won't see any inconvenience as long as you credit me if you release something into the vault that contains my Super counter.
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« Reply #5 on: October 26, 2012, 06:38:26 AM » |
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that looks sweet http://forums.kc-mm.com/Gallery/BrawlView.php?Number=21305over drive, pretty darn fun movesets, i haventhem on all the characters that dont have custom psa's if i tried to do what u said i would surly fail hard, but u dont have to
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SSJ - The guy that can, but won't.
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« Reply #6 on: October 26, 2012, 01:56:13 PM » |
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I'm sure you can make it. There is nothing hard. It's just copying/pasting some lines of code from a file to another one. If you really can't... just let me know, of course when my Super Counter will be released.
As it's complete, i may won't wait for the poll to end before releasing it. Anyway i'm working on it to make it balanced. I played 3 times in special brawl today with smash ball activated. Everything was normal. No freeze, no glitch. I think it's safe.
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« Reply #7 on: October 30, 2012, 09:37:00 AM » |
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sweet
may not test it out any time soon, dont play brawl much any more, but i do every once in a while
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SSJ - The guy that can, but won't.
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