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Author Topic: KH2/FF7/DIS Sephiroth V5.1 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues  (Read 816411 times)
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DivineOverlord
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    « Reply #3075 on: August 14, 2011, 05:55:19 AM »


    This is true, he already falls pretty fast as it is.

    As promised..
    http://www.youtube.com/watch?v=CxGSM3kFF9o



     
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    « Reply #3076 on: August 14, 2011, 05:55:26 AM »


    HOLY [censored]! EPICNESS!  Grin
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    « Reply #3077 on: August 14, 2011, 06:03:53 AM »


    This is true, he already falls pretty fast as it is.

    As promised..
    http://www.youtube.com/watch?v=CxGSM3kFF9o

    Yeah, he already falls fast, he needs to not be able to dash dance in the air, it's noticeable when fighting a CPU Sephiroth, he abuses that as a CPU... Too bad otherwise though he fails as an AI. XD

    Anyway, so how did you make the hair move? The only odd thing is, from what I can see, the texture looks less detailed.

    But otherwise, not bad, Aaf just needs to fix up the vertex a bit, and if you can get the other parts of him to move, that would be cool... Although... How much do his bangs move in the games? I feel they should move less then the back of the hair, and coat...

    Since I bet he puts a good bit of hair gel in those bangs.
    XD
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    « Reply #3078 on: August 14, 2011, 06:05:14 AM »


    Yeah, he already falls fast, he needs to not be able to dash dance in the air, it's noticeable when fighting a CPU Sephiroth, he abuses that as a CPU... Too bad otherwise though he fails as an AI. XD

    Anyway, so how did you make the hair move? The only odd thing is, from what I can see, the texture looks less detailed.

    But otherwise, not bad, Aaf just needs to fix up the vertex a bit, and if you can get the other parts of him to move, that would be cool... Although... How much do his bangs move in the games? I feel they should move less then the back of the hair, and coat...

    Since I bet he puts a good bit of hair gel in those bangs.
    XD


    Awesome Face I suddenly got the urge to work on sephiroth again XD
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    « Reply #3079 on: August 14, 2011, 06:06:41 AM »


    cool but after tidus ok? or if you want to postpone your progress on him (tidus) if that's your choice.
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    « Reply #3080 on: August 14, 2011, 06:10:16 AM »


    cool but after tidus ok? or if you want to postpone your progress on him (tidus) if that's your choice.

    oh I'm pretty much done with Tidus, just need to make his final smash animation. I was stuck on figuring out how his final smash works (code wise) but I figured it out Grin...Everything on Tidus is really good. I'll release a beta soon, and apply one update based on feedback then upload the final version since all his moves are pretty much going to stay....With sephiroth, there's some animations I wanna revamp and put more effort into it now that he finally has his hair moving Grin
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    « Reply #3081 on: August 14, 2011, 06:12:06 AM »


    ah XD. well good luck to all of you then (DO, Hollow, BigBadBooya, Tormod)...though you and tormod seem to be the only ones working on this so yeah...just sayin'.
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    « Reply #3082 on: August 14, 2011, 06:17:09 AM »


    ah XD. well good luck to all of you then (DO, Hollow, BigBadBooya, Tormod)...though you and tormod seem to be the only ones working on this so yeah...just sayin'.
    Heh, yeah... Poor DO and Tormod... Having to do all the work, while the others lay back. XD

    Anyway, I'll be sure to give feedback on both, Sephiroth, and Tidus. Smiley
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    « Reply #3083 on: August 14, 2011, 06:19:38 AM »


    Heh, yeah... Poor DO and Tormod... Having to do all the work, while the others lay back. XD

    Anyway, I'll be sure to give feedback on both, Sephiroth, and Tidus. Smiley

    haha its all good. I kinda have fun making PSA's since it keeps my mind busy and out of trouble.  Awesome Face
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    « Reply #3084 on: August 14, 2011, 06:27:34 AM »


    and once again i state...this is highly impossible to happen for this psa

    <a href="http://www.youtube.com/watch?v=OJvlzcW4TT0" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=OJvlzcW4TT0</a>


    ...maybe not but it certainly feels like a slow time killer XD...yeah ok i'm done..
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    « Reply #3085 on: August 14, 2011, 06:31:04 AM »


    and once again i state...this is highly impossible to happen for this psa

    http://www.youtube.com/watch?v=OJvlzcW4TT0

    ...maybe not but it certainly feels like a slow time killer XD...yeah ok i'm done..



    I bet I can make it. But would everyone like this final smash?
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    « Reply #3086 on: August 14, 2011, 06:33:26 AM »



    I bet I can make it. But would everyone like this final smash?
    Well, if it's start up is like Ike's final smash... And it's a one hit kill... Well, for a final smash, it would be balanced. Since most can kill more then one player easy... *Death glares Super Sonic*

    And, it would be cinematic... Something PSAs lack with final smashes... I'd say go for it if possible. Tongue
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    « Reply #3087 on: August 14, 2011, 06:47:49 AM »


    Well, if it's start up is like Ike's final smash... And it's a one hit kill... Well, for a final smash, it would be balanced. Since most can kill more then one player easy... *Death glares Super Sonic*

    And, it would be cinematic... Something PSAs lack with final smashes... I'd say go for it if possible. Tongue


    yeah I'll try lol....I wonder when that new Sephiroth by Tormod will be released .-.
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    « Reply #3088 on: August 14, 2011, 07:12:45 AM »


    ....I'm hyped.
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    « Reply #3089 on: August 14, 2011, 07:30:12 AM »


    Divine, don't forget to look this over, and adjust Sephiroth like I said here.
    Damage.

    AAA, can be left alone.

    Side tilt, 13% if all hits hit.

    Down tilt, I'd say leave it as is.

    Up tilt, same.

    Dash attack, maybe 7%.

    Side smash, no sweetspot at the tip, 8% or 9%, kills Mario at 155% and charges like normal, no new attack for the full charge smash attack, it just gets as powerful as a normal full charge smash gets... But... After an up taunt, it becomes Octoslash, after swapping the up taunt to side taunt, and making the wing taunt turn on and off the wing, the new up taunt should be a charging taunt, he charges for about 3 seconds, or 3 in a half, just a bit less then SDo0m's Cloud's... After the charge, he can do Octoslash, this would have 5 slashes, if the first hit misses though... Well, think of his side tilt, but less lag.

    If it hits, it should do about what it does now, maybe just a bit more, and be so fast slashing, the foe can't get out, and on the fifth slash, any part of the blade would kill at about 110%. The reason behind this, is to give the Final Fantasy series it's own gimmick, like how all Fire Emblem characters have a counter. Something like this idea can also be done for Tidus, and Diabolos.

    Up smash, leave it be damage wise, however knock back wise, it should kill Mario at 120%, the hit box... Maybe should stay out a bit longer? This way it can be a dodge roll punishing kill move, since Sephiroth will be vulnerable from behind... I want this to be a bit of a mind game kill move, make the foe SO sure they can get behind him... Then BAM! Killed by up smash. Tongue

    Also, the animation needs editing, so the sword is right in front of him when the move starts, part of it's problem is the odd hitbox it has...

    Down smash, 16%, and should be able to kill Mario at 110%, nerf the hit box range downward, but otherwise leave it as is, it makes a good spot dodge punishing kill move. And edge guard kill move.

    Forward air, no sweet spot damage, just strictly 6%, or 7% for all parts of the blade, this way if spammed, it would only do 3% or 4% damage, thanks to stale moves.

    Neutral air, no tipped sweet spot, and little kill power, 11% damage if both hits hit.

    Up air, 17% damage if all hits hit.

    Down air, leave the damage as is, however, there should be a sweet spot right at the center... The knock back should kill Mario un-sweet spotted at 145%. But at the center, 115%.

    Back air... We'll wait until the actual attack has been made, if it's like I want it, slow, but has a lot of knock back... 16%.

    Neutral B ground, uncharged, 6%, level two, 11% damage, level three, 22%. It also needs to not be canceled if it hits a foe's attack... It should go through the foe's attacks. However knock back wise, leave it as is, level three is hard as heck to hit with anyway.

    Neutral B air, 37%, with no kill power at all, it shouldn't even be able to kill Jigglypuff at 999% damage. Tongue Also, it should allow A moves to be used after it's used, but no B button moves, Hollow did this coding for side and down B air before, so it's possible.

    Side B ground, leave it as is, but adjust the hit box to make it more reliable.

    Side B air, it can at the moment deal 18% if all hits hit... But I'd say leave it be, because not all hits are gonna likely hit, plus the move is unsafe to spam. It makes a good cross up move.

    Up B, maybe 10%? And no sweet spot, it should be able to kill Mario at 140%, it should also have a tad bit more start up perhaps... And slower rising speed, like in Dissidia.

    Down B ground, level one charge, leave it be, level two, it can deal 18%... Perhaps 15%? Level three, at the moment can deal 32%, this should be 30%, I take back what I said about it earlier, since it can be DI'd out of, it's only broken in a stage with a ceiling. But it's still avoidable.

    Down B air, give the third hit more knock back, and if possible, make the hits come out faster. Or more hit stun, so the foe doesn't shield out of it even if it hits them.

    Final smash... Well, there should be for now only one, this would save file space... It should be Hollow's final smash, since it looks the best out of the two, also, it should deal really high damage, but not kill in one hit... I'd say it could deal 150% damage, but not kill.

    And yeah, fix the air movement... And coding wise, this should be the final changes needed.
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