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    « Reply #195 on: December 12, 2011, 12:21:33 PM »


    Hm... Interesting idea, even though I would want Psystrike to somehow be represented... I don't think it would translate well to Brawl.
    As you can see there... There's no way to have the orbs lock on to the foe... So, your idea could very well work. As long as the GFX aren't too extreme.
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    « Reply #196 on: December 12, 2011, 01:28:12 PM »


    Yeah
    I don't know much about Psystrike, Pikazz told me that the Air final smash is VERY similar to Psystrike, but I'm not sure.

    also people:

    Melee Recolors DONE!
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    « Last Edit: December 12, 2011, 01:29:16 PM by AGFanProduction » Logged

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    « Reply #197 on: December 12, 2011, 01:45:39 PM »


    Yeah
    I don't know much about Psystrike, Pikazz told me that the Air final smash is VERY similar to Psystrike, but I'm not sure.

    also people:

    Melee Recolors DONE!
    Now you can download them here:

    http://forums.kc-mm.com/Gallery/BrawlView.php?Number=24156


    That image I put in my post was Psystrike.

    Honestly, your idea might work out, if it has reasonable damage, and knock back for a final smash, most of them kill at like... 40%, so yeah, very powerful.

    Hopefully something Brawl like can be worked out.
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    « Reply #198 on: December 12, 2011, 01:54:56 PM »


    That image I put in my post was Psystrike.

    Honestly, your idea might work out, if it has reasonable damage, and knock back for a final smash, most of them kill at like... 40%, so yeah, very powerful.

    Hopefully something Brawl like can be worked out.


    Its a gif? I says .png format picture lol

    I'll try with *Zapdos* Idea first and yeah I might need to balance it, how much damage should it deal?
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    « Reply #199 on: December 12, 2011, 02:05:27 PM »


    so i used your mewtwo vertx and psa so there arent any glitches and here my feedback

    Mewtwo is much more balanced especially trow wise he has good trows but they arent godlike like in 1.01 and maybe they even need a bit of push but has alot of lag doing the attacks like he takes time to grab like in melee and he isnt a fast character and  i like that.
    Mewtwo animations are preety clean and good looking my favorites are first AA and that down aerial its so accurate it makes think im playing melee i just love that animation.

    Sugestions
    Like DD said the FS sure need a revamp atleast psa wise i like the aerial one but he should stop on the spot and do it not while he is falling and i would make it short range(same range in melee mewtwo 1.01 psa) and doing like 25% and decent knockback  also it should be slower it happens too fast just make it take twice the time nothing a framespeed modifier wont do xD and that idea if he is on the ground he jumps up and does the same attack i like that make sure he doesnt jump to high xD

    dash attack- why does mewtwo slide across the whole stage after doing it? is it on purpose?


    just an idea pikazz mewtwo looks like he has an huge taill probably becuase you used that taill fix mewtwo in wich the bones are on the tip atleast i think this is why the taill looks abit too big to make the taill attacks you should re-use the trown since pikazz mewtwo doesnt have a bone on the tip of the taill

    After you port all animations to pikazz mewtwo you should make your priorities the down B animation and second AA from the first i mean its just taking the first one pose and making it go up and down right?

    i hope it helped and the item animations look preety sweet especially trowing items and using the sword Tongue and grabbing big items also Tongue
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    « Reply #200 on: December 12, 2011, 02:31:56 PM »


    so i used your mewtwo vertx and psa so there arent any glitches and here my feedback

    Mewtwo is much more balanced especially trow wise he has good trows but they arent godlike like in 1.01 and maybe they even need a bit of push but has alot of lag doing the attacks like he takes time to grab like in melee and he isnt a fast character and  i like that.
    Mewtwo animations are preety clean and good looking my favorites are first AA and that down aerial its so accurate it makes think im playing melee i just love that animation.

    Sugestions
    Like DD said the FS sure need a revamp atleast psa wise i like the aerial one but he should stop on the spot and do it not while he is falling and i would make it short range(same range in melee mewtwo 1.01 psa) and doing like 25% and decent knockback  also it should be slower it happens too fast just make it take twice the time nothing a framespeed modifier wont do xD and that idea if he is on the ground he jumps up and does the same attack i like that make sure he doesnt jump to high xD

    dash attack- why does mewtwo slide across the whole stage after doing it? is it on purpose?


    just an idea pikazz mewtwo looks like he has an huge taill probably becuase you used that taill fix mewtwo in wich the bones are on the tip atleast i think this is why the taill looks abit too big to make the taill attacks you should re-use the trown since pikazz mewtwo doesnt have a bone on the tip of the taill

    After you port all animations to pikazz mewtwo you should make your priorities the down B animation and second AA from the first i mean its just taking the first one pose and making it go up and down right?

    i hope it helped and the item animations look preety sweet especially trowing items and using the sword Tongue and grabbing big items also Tongue

    I like this feedback xD
    this is the kind of complete feedback I like to get xDDDD

    well...

    In Melee the Zapdos attack does exactly 81 damage but he doesn't push you or anything. so I'l, make him do 25% damage like you said.

    Dash attack? Its the last attack that I edited in the Motion pack before the Import release, its not that 100% fixed because of that reason, its fixable just turn TransN last frame to 0 so in BB he does the animation while just standing there, in-game this is much more balanced kinda like in Melee.

    I know how to fix the tail with pikazz model now, and yeah the last bone is too tinier so I'll have to use Trown bone again.

    yeah those are my priorities mostly the AA combo.

    yes this helps me a lot xD
    I'll improve those points you mentioned there Thanks mate AWESOME 2.0!
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    « Reply #201 on: December 13, 2011, 02:23:46 AM »


    Okay... I made a video showing some problems.
    <a href="http://www.youtube.com/watch?v=NmwkYmAr-H4" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=NmwkYmAr-H4</a>

    Okay, watch the whole thing to see most of the problems...

    Now then. I'll also explain some parts.

    The dash attack's already been explained, no need to point it out again, though it also has an effect of making sliding tilts, and grabs... So this needs fixing.

    Mewtwo's grab... It's messed up, the grab box stays out WAY too long, it can catch people after a spot dodge, making it near impossible to avoid.

    His tilts are all too fast, and in up tilt's case, doesn't have enough base knock back, which is why it combos so well.

    His Shadow Balls are too spammable, combine that with his insane dodge roll, you got a pretty nasty projectile abuser.

    I STILL don't like how his air dodge works... It's like it makes him go downward when used...

    (This part probably only applies to vBrawl.)
    He has NO landing lag what so ever... This makes his approach Godly, and pretty hard to punish, also speaking of aerials, down air is broken, since it ALWAYS spikes, in Melee, there was only a few frames for the spike, the rest of the frames were a weak attack as I recall.

    Side B should probably have more end lag if it misses, just to prevent abuse of it. If it connects... I'm not 100% sure what to do there, since okay, sometimes it almost seems to combo into his throw... Other times, foes dodge away before I can grab them... It DOES however almost always set up for an up tilt... So eh, it might just be a good set up tool, with the other moves being nerfed, we'll see... ALTHOUGH it DOES spike if you hit with the ground version, on an off stage foe...

    At least down B doesn't infinite foes anymore, and I do have a hard time landing it... This may need more testing though.

    Now for the less important part... Some item moves.

    His beam sword dash attack can deal 34% damage if all hits hit. his jab with it doesn't have enough range, and the smash attack with it comes out WAY too soon, it hits as soon as the sword goes up, making it abusible.



    Final thoughts, it's getting better, but needs more polishing. Some moves need more start up, and or end lag, and some knock back adjustments. This is getting to the point of being my favorite Mewtwo PSA, it just needs more development.

    « Last Edit: December 13, 2011, 02:30:52 AM by _Data_Drain_ » Logged


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    « Reply #202 on: December 13, 2011, 08:11:46 AM »


    Thank you so much for your feedback, Data Drain. This is exactly he kind of feedback I wanted brought to the project, to truly have it join the ranks of other fairly balanced PSAs.
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    « Reply #203 on: December 13, 2011, 12:40:29 PM »


    @Data_Drain

    Thanks for the feedback dude, Now I'll try to explain you what can I do about those points. :3

    Mewtwo's Grab... it doens't stays out too long, the *catch* hitbox is only present while Mewtwo put his right arm in this position:

    I'll make the animation a bit more shorter for better results.

    tilts, I'll wait for PM response so they can gave me the Real Melee properties then I would be able to balance more the tilt attacks and fix the animations.

    Nothing much I can do for the Shadow ball, I can make the throw slower in PSA if that's the problem.

    The air dodge works like the Normal Brawl dodge. while you're playing Brawl and you use air dodge with X character he will be always falling same with this air dodge. I can try to improve this anyways.

    I'll fix the spike in down-air and fix the animation, it has no end lag and doesn't mix with the falling animation like it should.

    I'll add more rage to the Dash attack, and I noticed that (Smash attack item) while I was testing the New final smash yesterday, I thought I had fixed it but it seems I was wrong. I'll fix this as soon as possible.

    Check my next post to see some Final Smash Progress...

    Thanks for the feedback Smiley

    @Rawrzilla

    you haven't tested the PSA out yet?
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    « Reply #204 on: December 13, 2011, 01:03:46 PM »


    Like I said I was going to post some of the Final Smash Progress in this NEXT post, so here it is:

    I used the Pokemon Zapdos attack from Melee as a base idea for this Final Smash:

    It attacks 3 different times in the animation and PSA:

    1) Mewtwo smashes everyone with Electric Shockwaves (Like Zapdos in Melee) does 10%

    2) Mewtwo will move into a battle pose moving the arms like he is pushing something, when this happens he will stun you (like Down-B) does 5%

    3) While you're begin stunned, Mewtwo will push (animation and PSA) you with an electric shockwave with a considerable balanced knockback and does 20%


    35% in total

    I made this yesterday at night before going to sleep xP
    New FS PSA with a totally new animation for it:


    I'll try to improve this anyways. this applies for air and ground.
    if you know anything else that I can add to him to make him look more *cool* please share. Smiley
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    « Reply #205 on: December 13, 2011, 03:27:38 PM »


    i dont know about the knockback but 35% is still abit too high why not make the first 10 second 5 and last 10 aswhell? instead of increasing damage just increase knockback but it sounds good and i hope in the air he stays still in the same spot and dont fall down it looks good this FS and i hope it doesnt happen too fast like the actual one
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    « Reply #206 on: December 13, 2011, 03:44:06 PM »


    i dont know about the knockback but 35% is still abit too high why not make the first 10 second 5 and last 10 aswhell? instead of increasing damage just increase knockback but it sounds good and i hope in the air he stays still in the same spot and dont fall down it looks good this FS and i hope it doesnt happen too fast like the actual one

    35% damage is too less. Ganondorf does around 65% and lucario does like 45% aprox. and Mewtwo is more powerful than them both and does 35%.

    Its kinda fast, now I'm going to move some animation frames and edit PSA so it is more slow. Last attack has a weak knockback (he doesn't kill you instantly like in the past versions) but he let your enemies stunned for a while, enough time to recover or whatever.

    and what can I do to make him stay in air without falling? tell me how and I'll do it.
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    « Reply #207 on: December 13, 2011, 03:45:41 PM »


    35% for a final smash? That's quite low damage for a final. Most of them deals at least 50%.

    And the second/third part should function similar to ZSS's FS. Deals multiple hits while bringing people closer then finally the last blast applying one last hit and high knockback.
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    « Reply #208 on: December 13, 2011, 03:53:02 PM »


    35% damage is too less. Ganondorf does around 65% and lucario does like 45% aprox. and Mewtwo is more powerful than them both and does 35%.

    Its kinda fast, now I'm going to move some animation frames and edit PSA so it is more slow. Last attack has a weak knockback (he doesn't kill you instantly like in the past versions) but he let your enemies stunned for a while, enough time to recover or whatever.

    and what can I do to make him stay in air without falling? tell me how and I'll do it.
    try this bit variable set Rabit 0= true(enables floating)
    prevent vertical moves 0-1(not sure if its needed but put it anyway)
    prevent certain moves 2(so ppl dont move sideways)
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    « Reply #209 on: December 13, 2011, 07:27:29 PM »


    try this bit variable set Rabit 0= true(enables floating)
    prevent vertical moves 0-1(not sure if its needed but put it anyway)
    prevent certain moves 2(so ppl dont move sideways)



    all this time I have been trying this in all the possible ways I know and didn't worked for me... still falling and if it doesn't the FS doesn't works (stills falling).

    but while testing that I was also editing the motion and some values of the FS and I just made the Final Smash way more slow, now it has considerable knockback and complete GFX and you can see him doing all his epic moves one by one and I revamped the animation also  Tongue he stills does 35% I may upgrade it to 40%. I would the FS say *its done* but still need the air fix.

    also Carnage I tested your Attack 12 and it worked! it doesn't freeze on AA combo with pikazz model, nice find dude  Tongue

    *proceeds to fix other stuff in PSA*


    Edit:
    also you guys should read this for future Mewtwo feedbacks xP

    http://super-smash-bros.wikia.com/wiki/Mewtwo_(SSBM)

    « Last Edit: December 13, 2011, 09:49:19 PM by AGFanProduction » Logged

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