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« Reply #3089 on: August 14, 2011, 07:30:12 AM » |
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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.
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. 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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