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Author Topic: KH2/FF7/DIS Sephiroth V5.1 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues  (Read 819585 times)
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    « Reply #630 on: April 25, 2011, 08:11:07 AM »


    The only reason I use up throw is to use up air. And it never throws him high enough.
    Or it's ten times easier to use up smash.

    That's the cost of balancing. It's good for me, I'd dislike it if it was a Killing Throw.
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    « Reply #631 on: April 25, 2011, 08:24:54 AM »


    Whoops! I meant aerial side special!

    And for Godspeed, it could be a quick high damage projectile that makes you go into a helpless fall. The aerial equivalent of lag.



    Off topic sorta. Go to 13:25 for awesome Sephiroth fight.


    I see. I don't know how Oblivion is going to work as a side B special. I thought I already had it as a forward tilt.

    On a side note, is it just me? Or is forward throw a SUPER good kill move? I killed Meta Knight at 90% with it... And considering how easy it is to grab with him... I say it needs a nerf.

    And... Maybe the grab animation itself needs end lag, so he can't spam it willynilly, since it's reward is high.



    Its easy to give him a lag and prevent him from moving forward and I agree with this that its needed.

    Yeah, I noticed that, and I think I mentioned it on my feedback from before? Or I might have skipped it. lol

    And I agree on the grab having more end lag, EVERY character with a long range grab has it's amount of end lag, so the grab have to be used wisely.

    Up Throw with more knockback? I think it's fine the way it is now, Sephiroth, either, didn't throw Cloud that high, he just threw him up to slash him with Uair on AC, and here it's working its purpose.

    Edit: Fsmash' charge needs to last a little longer.

    Edit 2: While charging Neutral B, if you charge a bit (Throwing Second charge and third charge is mos noticeable), fire appears around Sephiroth's legs.


    The forward smash charge is 61 frames. That's the regular charge time of normal characters.

    Edit 2: I never seen that before. there is no graphic between his legs.

    and I agree with you about the throw Hi not needed more knock back since its easy to grab characters.



    lets focus more on what's not done.

    Better turn run - IP
    Forward Attack Air?
    Attack Air B
    Attack Air N

    Down Taunt

    Win animations

    and Any balancing ideas are good for feedback

    New Throw F and B and Lw animations? if there's something I can reference that sephy does it would turn out more better than using my imagination.



    « Last Edit: April 25, 2011, 08:33:14 AM by DivineOverlord » Logged

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    « Reply #632 on: April 25, 2011, 08:32:38 AM »


    Side Tilt is "Reaper".

    Aerial Side Special should work like Falcos. Except when it hits, the character flinches a lot and there's lots of sword slash effects. That would be "Oblivion"

    Regardless of whether or not Up Throw gets more knockback, his grab should have end lag.
    All long reach grabs have lag. (Plus if it did, it would make more sense for up throw to have as much knockback as up smash)

    And don't forget to change his entry animation. At the moment maybe just make it his idle animation. (So it's like he doesn't have an entry animation)
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    « Reply #633 on: April 25, 2011, 08:37:22 AM »


    Side Tilt is "Reaper".

    Aerial Side Special should work like Falcos. Except when it hits, the character flinches a lot and there's lots of sword slash effects. That would be "Oblivion"

    Regardless of whether or not Up Throw gets more knockback, his grab should have end lag.
    All long reach grabs have lag. (Plus if it did, it would make more sense for up throw to have as much knockback as up smash)

    And don't forget to change his entry animation. At the moment maybe just make it his idle animation. (So it's like he doesn't have an entry animation)

    about "Oblivion" - Lets suppose I did put this move on. It will only be able to hit characters in air or jumping. Good or no?

    and yeah, I already agreed with Data_Drain about the lag on grabs. Once a lag is done, then I can give his up throw more knockback Grin

    I'll finish the entry animation when I have time. I'll update him again next weekend.


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    « Reply #634 on: April 25, 2011, 08:38:48 AM »


    All of that sounds good. : D
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    « Reply #635 on: April 25, 2011, 08:45:53 AM »


    I see. I don't know how Oblivion is going to work as a side B special. I thought I already had it as a forward tilt.

    Its easy to give him a lag and prevent him from moving forward and I agree with this that its needed.

    The forward smash charge is 61 frames. That's the regular charge time of normal characters.

    Edit 2: I never seen that before. there is no graphic between his legs.

    and I agree with you about the throw Hi not needed more knock back since its easy to grab characters.



    Alright, perhaps I thought it was coming out faster 'cause I was getting used to the one before. XD

    I'll upload a 40 seconds video showing a few little problems for a future final update, and showing this fire thing... To see if it's only me getting it. xD

    <a href="http://www.youtube.com/watch?v=zLhHpZtSlxg" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=zLhHpZtSlxg</a>


    Don't give too much more knockback on Uthrow, it wouldn't be good if it turned out as a Kill Move, plus, the grab may have end lag, but it's still fast, and has a huge grab range, so it'd really make him OP to add a lot more knockback on the grabs.

    I actually like Down Throw and Up Throw, Back throw is the one that needs changing in my opinion.

    Also, I see it'd be hard to have Oblivion work exactly as Falco's Side B? That's too bad.
    « Last Edit: April 25, 2011, 08:49:09 AM by Wolfric » Logged


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    « Reply #636 on: April 25, 2011, 08:46:25 AM »


    Regardless of whether or not Up Throw gets more knockback, his grab should have end lag.
    All long reach grabs have lag. (Plus if it did, it would make more sense for up throw to have as much knockback as up smash)
    Whoa whoa whoa!

    Up SMASH!? Dude... That would be an insanely powerful kill throw... The thing I like about up smash is, it has great speed and extremely high knock back, but to balance it out, has a lot of ending lag... Even though the throw would be harder to land... Never the less, it would be safer then up smash, and I don't want that...

    If anything, I like up throw the way it is, it works as a set up throw, it can lead into up tilt, up air, and in some cases back air...

    And Wolfric? Nice video, I noticed that off the ledge AAA... I just forgot to say anything about it.
    XD
    « Last Edit: April 25, 2011, 08:48:34 AM by _Data_Drain_ » Logged


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    « Reply #637 on: April 25, 2011, 08:50:14 AM »


    Alright, perhaps I thought it was coming out faster 'cause I was getting used to the one before. XD

    I'll upload a 40 seconds video showing a few little problems for a future final update, and showing this fire thing... To see if it's only me getting it. xD

    http://www.youtube.com/watch?v=zLhHpZtSlxg


    oh so its in the B special that has the small graphic in the wrong place. I though you were saying the Down Special.

    wait so the landing glitch is still there for the latest version of 2.9?  It's hard to fix that for everyone since it works perfectly for me.  I think its because I edited the landing animations. I'll put them back to regular marth's landing and see if that fixes it.


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    « Reply #638 on: April 25, 2011, 08:50:38 AM »


    Whoa whoa whoa!

    Up SMASH!? Dude... That would be an insanely powerful kill throw... The thing I like about up smash is, it has great speed and extremely high knock back, but to balance it out, has a lot of ending lag... Even though the throw would be harder to land... Never the less, it would be safer then up smash, and I don't want that...

    If anything, I like up throw the way it is, it works as a set up throw, it can lead into up tilt, up air, and in some cases back air...

    And Wolfric? Nice video, I noticed that off the ledge AAA... I just forgot to say anything about it.
    XD

    Okay not up smash then. But it needs more still.
    Like I said I can never connect it to an aerial attack.

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    « Reply #639 on: April 25, 2011, 08:52:22 AM »


    oh so its in the B special that has the small graphic in the wrong place. I though you were saying the Down Special.

    wait so the landing glitch is still there for the latest version of 2.9?  It's hard to fix that for everyone since it works perfectly for me.  I think its because I edited the landing animations. I'll put them back to regular marth's landing and see if that fixes it.




    Oh yeah, the circle is still appearing, I didn't notice this time. XD

    Okay not up smash then. But it needs more still.
    Like I said I can never connect it to an aerial attack.



    It COULD get a little more knockback, but only a minimum, in my opinion. (Also, remember AoD, it's not a true combo the Uthrow to Uair, so it's not like it should actually connect, at this moment it's working like with everyone or most's uthrows, just throwing up without killing for a POSSIBLE approach)
    « Last Edit: April 25, 2011, 08:54:20 AM by Wolfric » Logged


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    « Reply #640 on: April 25, 2011, 08:55:42 AM »


    Okay not up smash then. But it needs more still.
    Like I said I can never connect it to an aerial attack.
    Well, I feel it shouldn't be a kill throw, Sephiroth himself in AC:Complete used it as a way to get Cloud in the air, then proceed to kick the ever loving crap out of him.

    Also, up air can be used to kinda stop air dodges from the foes, since it's a multi hitter, this makes it hard to dodge...
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    « Reply #641 on: April 25, 2011, 08:57:28 AM »


    Well, I feel it shouldn't be a kill throw, Sephiroth himself in AC:Complete used it as a way to get Cloud in the air, then proceed to kick the ever loving crap out of him.

    Also, up air can be used to kinda stop air dodges from the foes, since it's a multi hitter, this makes it hard to dodge...


    That is exactly what I said before

    Up Throw with more knockback? I think it's fine the way it is now, Sephiroth, either, didn't throw Cloud that high, he just threw him up to slash him with Uair on AC, and here it's working its purpose.

    And:

    Also, up air can be used to kinda stop air dodges from the foes, since it's a multi hitter, this makes it hard to dodge...

    My exact thoughts.

    me and Data think alike. lol
    « Last Edit: April 25, 2011, 08:58:41 AM by Wolfric » Logged


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    « Reply #642 on: April 25, 2011, 08:58:39 AM »


    Did I say it should be a kill move somewhere? I hope not.

    Also remember that a little more then a little more should be allowed considering the grab lag.
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    « Reply #643 on: April 25, 2011, 08:59:02 AM »


    anyone know what subaction number is the off the ledge wait is?
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    « Reply #644 on: April 25, 2011, 09:01:15 AM »


    anyone know what subaction number is the off the ledge wait is?

    I THINK I remember messing with it... Let me check.

    EDIT: Nope, I've not messed with this one and can't find it, sorry.

    Did I say it should be a kill move somewhere? I hope not.

    Also remember that a little more then a little more should be allowed considering the grab lag.

    Plus I think Up Throw needs way more knock back. I've been thinking that since like... Sephiroth first came out! It should be super low damage and super high distance.
    It should be a kill move actually. Wouldn't be op either if the grab had lag.
    « Last Edit: April 25, 2011, 09:08:59 AM by Wolfric » Logged


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