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Author Topic: KH2/FF7/DIS Sephiroth V5.1 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues  (Read 816100 times)
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    « Reply #330 on: April 04, 2011, 03:43:21 PM »


    i'm always grateful of the overlord.

    i even made you a cookie. you want it again?
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    « Reply #331 on: April 04, 2011, 03:53:58 PM »


    lol I just noticed that his leg twitches when he does his catch attack in game, yet when I look at it in brawlbox, it doesn't twiches at all....strange.

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    « Reply #332 on: April 04, 2011, 04:02:50 PM »


    lol I just noticed that his leg twitches when he does his catch attack in game, yet when I look at it in brawlbox, it doesn't twiches at all....strange.



    Most likely due to Slope Physics or Eye Events.  I hate those >.>
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    « Reply #333 on: April 04, 2011, 04:08:08 PM »


    oooh I see. I'm not sure how to fix it then haha.

    I'm about to update him again but its just updates on his turn run, turn break, and turn animations to be seph style.
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    « Reply #334 on: April 04, 2011, 04:09:22 PM »


    Okay, feedback time...

    Animations are looking better... However, down B in the air seems... Off... If done close to the edge of the stage, he jerks downward...

    He still has too little lag in places, like down B, you can kinda spam it... Speaking of that, the level 3 charge is kinda... Odd... It doesn't hit as good as the other levels, I would rather use level 2, since it's harder to DI out of.

    Side B, you can mash it over and over, like in version 1... Although, at least he doesn't sky rocket when done in the air like he used to... So that's good at least, but it seems strange he doesn't go through with the ending animation...

    He's still got too much kill power, and down air hasn't changed at all... It kills at like... 90% on Mario, kinda low when you think about how fast it is... I still say it needs as much start up as it has in DIssidia, and drag the foe along as you go down, however it being DIable, so the Sephiroth player would need to predict which way the foe DIs...

    Forward smash takes a long time to charge all the way...

    The grab moves you forward when it connects.

    Forward throw is really powerful, it killed Mario at 92%, and since it's easy to grab foes as they recover, it's pretty easy to land this kill move.

    Down throw has an odd angle, it looks like it should throw them forward, but, it throws them behind you.

    I thought Heartless Angel was gonna hit the foe if they are on the ground? It seems a bit odd to hit with at the moment... Sometimes it does a bit of damage, sometimes it's an insta-kill.

    You can still do that sliding attack thing while dodge rolling, the ones I notice are most useful to use are, up smash, down tilt, and AAA, this... Might be a bit too good... (Although, I will admit cool looking.)

    Although, doing down smash with this looks odd...

    When you use a normal Marth, or any with a cape, the cape goes crazy while dodging.

    He seems to lack the needed lag on most moves... I feel this is too much, so I'll have more later if I find anything else.

    Edit: You can crouch when dodge rolling, and get like a... Super Wavedash.
    XD

    Also, have you fixed the holding A and B while walking freeze? I haven't tried it yet...
    « Last Edit: April 04, 2011, 04:22:53 PM by _Data_Drain_ » Logged


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    « Reply #335 on: April 04, 2011, 04:22:09 PM »


    Okay, feedback time...

    Animations are looking better... However, down B in the air seems... Off... If done close to the edge of the stage, he jerks downward...

    He still has too little lag in places, like down B, you can kinda spam it...

    Side B, you can mash it over and over, like in version 1... Although, at least he doesn't sky rocket when done in the air like he used to... So that's good at least, but it seems strange he doesn't go through with the ending animation...

    He's still got too much kill power, and down air hasn't changed at all... It kills at like... 90% on Mario, kinda low when you think about how fast it is... I still say it needs as much start up as it has in DIssidia, and drag the foe along as you go down, however it being DIable, so the Sephiroth player would need to predict which way the foe DIs...

    Forward smash takes a long time to charge all the way...

    The grab moves you forward when it connects.

    Forward throw is really powerful, it killed Mario at 110%, and since it's easy to grab foes as they recover, it's pretty easy to land this kill move.

    Down throw has an odd angle, it looks like it should throw them forward, but, it throws them behind you.

    I thought Heartless Angel was gonna hit the foe if they are on the ground? It seems a bit odd to hit with at the moment... Sometimes it does a bit of damage, sometimes it's an insta-kill.

    You can still do that sliding attack thing while dodge rolling, the ones I notice are most useful to use are, up smash, down tilt, and AAA, this... Might be a bit too good... (Although, I will admit cool looking.)

    Although, doing down smash with this looks odd...

    When you use a normal Marth, or any with a cape, the cape goes crazy while dodging.

    He seems to lack the needed lag on most moves... I feel this is too much, so I'll have more later if I find anything else.

    Edit: You can crouch when dodge rolling, and get like a... Super Wavedash.
    XD

    Also, have you fixed the holding A and B while walking freeze? I haven't tried it yet...

    The forward Smash Loops, I thought you would notice that by now. It has the same charging time as a regular forward smash except the animation simply loops.

    The down throw is correct. there is nothing wrong with it. except perhaps the trajectory.

    The down B is not spamable, the only one you can spam is the first charge, which only does 5 damages.

    Down B in air. Well I have nothing to say about it since I wont update this anymore. I'll leave that to Hollow. Next time I update this will be in july.

    The B in air is fine. it has a long charge time and he is vunerable. I wont change it. You should learn how to use PSA, then you'll see its impossible to only have it hit the ground since he is in the air.

    that is all I have to say for now.

    « Last Edit: April 04, 2011, 04:24:27 PM by DivineOverlord » Logged

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    « Reply #336 on: April 04, 2011, 04:24:41 PM »


    The B in air is fine. it has a long charge time and he is vunerable. I wont change it. You should learn how to use PSA, then you'll see its impossible to only have it hit the ground since he is in the air.
    Not quite true, Brawl- Dedede hits the ground with his forward smash, and it has a large hitbox only on the ground...

    And another thing, forward smash takes 8 seconds to charge, where as the other smash attacks take 2, it just doesn't fit right.
    « Last Edit: April 04, 2011, 04:29:34 PM by _Data_Drain_ » Logged


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    « Reply #337 on: April 04, 2011, 04:29:24 PM »


    Not quite true, Brawl- Dedede hits the ground with his forward smash, and it has a large hitbox only on the ground..

    Your missing my point dude. The B special In AIR, HAPPENS IN THE AIR, which is different than it happening on the ground. If sepherioth was on the ground, then yes it is possible to have it only hit the ground. But, if you learned about PSA, You'll see that it is impossible to have his B special in Air only hit the ground because Seperitoh can be anywhere in the air, His TOP N bone would have to be touching the ground at all times in order for it to only hit the ground while his body is in air. yet, you fail to realize that. :/

    Therefore, I will not allow this attack to be changed since it is fine the way it is.
    « Last Edit: April 04, 2011, 04:34:00 PM by DivineOverlord » Logged

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    « Reply #338 on: April 04, 2011, 04:33:49 PM »


    Your missing my point dude. The B special In AIR, HAPPENS IN THE AIR, which is different than it happening on the gound. If sepherioth was on the gound, then yes it is possible to have it only hit the ground. But, if you learned about PSA, You'll see that it is impossible to have his B special in Air only hit the ground because Seperitoh can be anywhere in the air, His TOP N bone would have to be touching the ground at all times in order for it to only hit the ground while his body is in air. yet, you fail to realize that. :/

    Therefore, I will not allow this attack to be changed since it is fine the way it is.
    Yikes... Um... Uh... Hm... Alright, I'll comment on that move no more then...

    But I do think that, whoever makes the next update should consider what I said about most of the other moves... And, also, you can use another move right after down B on the ground... This is why I think it needs some kind of end lag...

    Also, I was mistaken... Side B does make you go up into the air when you spam it in the air... It's as you go up in your jump.
    « Last Edit: April 04, 2011, 04:38:56 PM by _Data_Drain_ » Logged


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    « Reply #339 on: April 04, 2011, 04:55:06 PM »


    Yikes... Um... Uh... Hm... Alright, I'll comment on that move no more then...

    But I do think that, whoever makes the next update should consider what I said about most of the other moves... And, also, you can use another move right after down B on the ground... This is why I think it needs some kind of end lag...

    Also, I was mistaken... Side B does make you go up into the air when you spam it in the air... It's as you go up in your jump.


    I'm not concerned about being able to attack after using his Down B, because the same thing applies to other characters. Plus, the first charge is weak, only doing 5 damages and the hit box is not as tall as the fire pillar, so you can jump over it. Furthermore, the second charge takes 100 frames to do, while the last charge takes 200 frames. I think its fine the way it is for brawl since no CPU or Human will be foolish enough to just stand there and get hit. Unless the CPU is at Level <= 4

    and another small thing you mentioned was the small scalar forward movement when he grabs a character. Come on dude, are you serious? He hardly moves forward.

    I want feed back that addresses major issues, not small irrelevant things like sephy moving 1 micrometer forward when he grabs someone.

    I admit, his down B in air does need to be changed, but I'll leave that up to Hollow to decide, if he wants to take the task up on changing it.

    I have no clue why the side B in air moves up so much for you. I tested it out and on my system he doesn't move up at all. Moreover, If sephy was to use it consistently, it will not help him get back to the stage as the Side B has no momentum. The attack is weak (doing only 8 damages) and hit box is far spaced. It's actually a disadvantage to use it in close combat.

    Edit: The cape glitch while doging can be fixed, I never noticed it because I hardly dodge when I brawl lol


    Darn I just realized, I replaced the animation for his Side B for catch by accident. Main file will be re uploaded in a bit.



    EDIT

    Update @5:00PM Last update till 7-11-2011 by DivineOverlord
    +New Side B animations.
    +Fixed down throw
    +Fixed Air Evade Glitch
    +Changed his Down B in Air

    « Last Edit: April 04, 2011, 06:24:20 PM by DivineOverlord » Logged

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    « Reply #340 on: April 04, 2011, 06:51:15 PM »


    Want me to quick make the grab attack twist his sword instead?
    I can do that.
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    « Reply #341 on: April 04, 2011, 06:58:14 PM »


    he's gone.
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    « Reply #342 on: April 04, 2011, 07:00:01 PM »


    I'm asking anyone.
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    « Reply #343 on: April 04, 2011, 07:01:13 PM »


    fo sho, bro.
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    « Reply #344 on: April 04, 2011, 07:01:42 PM »


    Want me to quick make the grab attack twist his sword instead?
    I can do that.

    haha okay, sounds cool. I won't be able to test it out though since I gave my wii to my bro. :/
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