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Author Topic: AGFan's Multi-PSA Thread - Good Bye People!  (Read 259922 times)
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AGFanProduction
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    « Reply #540 on: January 06, 2012, 11:52:22 PM »


    Crazy is good! >Cheesy YES! And thanks for liking my idea :3

    No, thank you for helping me to find a good Entry idea for him Smiley

    Thanks to everyone too Tongue
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    « Reply #541 on: January 07, 2012, 12:28:02 AM »


    Whenever I thought of Mewtwo's entry, I always seemed to think of that cloak that he had in the Anime.  Perhaps have him start off there and have him throw the cloak off?  I'm sure that would require a second model.

    Will the ADI (The Aura Damage Increase) still be incorporated?
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    « Reply #542 on: January 07, 2012, 12:58:14 AM »


    It would be best if the aura system would be excluded from Mewtwo... It's just not his thing.

    However that may not be possible on all parts... Like the Shadow Balls, even right now, they get bigger the more he's damaged.


    Also, I'm sorry about whatever happened in real life, AGFan...

    Anyway... One more you need to take priority on with Mewtwo. Don't forget to fix the grab hit box... Like I said, it's glitchy or something. More then half of the time, it didn't grab the foe at all... Where as I used Ganondorf in similar cases, it worked like a charm.
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    « Reply #543 on: January 07, 2012, 05:24:58 AM »


    yes there is no way to remove the aura mechanics since those are hardcoded in lucario.pac just like shadow ball  unfortunelly :S
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    « Reply #544 on: January 07, 2012, 08:31:32 AM »


    Okay... I made a video for Mewtwo.

    <a href="http://www.youtube.com/watch?v=hk-97pUuroo" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=hk-97pUuroo</a>


    But I wasn't sure to make it public on Youtube itself... But I figured it would be alright to post in this thread.

    Also note, this is the version KJP gave me... So it has the problems I mentioned.


    Edit: Eh, I think it would be alright if it was public, the other Mewtwo video was public... So I guess this one can be too.
    « Last Edit: January 07, 2012, 09:15:23 AM by _Data_Drain_ » Logged


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    « Reply #545 on: January 07, 2012, 09:12:58 AM »


    Epic Forward Throw!

    Could you maybe make it a bit slower via Frame Modifier? It seems to be a bit too fast for me...

    Unless that's how it is in Melee. (I know you used frame data, that doesn't mean that they might have made it slower)
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    « Reply #546 on: January 07, 2012, 10:46:32 AM »


    Epic Forward Throw!

    Could you maybe make it a bit slower via Frame Modifier? It seems to be a bit too fast for me...

    Unless that's how it is in Melee. (I know you used frame data, that doesn't mean that they might have made it slower)
    actually the attack happens preety fast in melee the only thing i noticed is that the last shadowball sure needs more knockback since the foe can even fall on you almost becuase of the no knockback and yes the catch run hitboxes should be fixed since  i saw DD failling a grab when he was running on samus.
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    « Reply #547 on: January 07, 2012, 11:40:58 AM »


    Okay... I made a video for Mewtwo.

    http://www.youtube.com/watch?v=hk-97pUuroo




    I like the video Tongue

    I should compile every Mewtwo video and put it on Mewtwo Thread on Smashboards and in the OP.

    also I'll update Mewtwo's damage % stuff with some of this information:
    http://www.smashboards.com/showthread.php?t=310689


    Mewtwo: Up Throw Damage: 12%
    Kill Point: 101% Best Up Throw in damage and knockback.

    Mewtwo: Up Tilt Damage: 8%, can do 10% damage but is weaker.
    Kill Point: 140%

    Mewtwo: Foward Smash Damage: 27%
    Kill Point: 59%

    Mewtwo: Up Smash Damage: 20% Sweetspotted. No real sourspot.
    Kill Point: 88%

    etc


    Data I'll PM you in a few minutes for the latest beta so you can test it out ;P


    Edit:
    Found another Mewtwo Frame Data stuff: http://www.angelfire.com/games5/superdoodleman/Mewtwo_frames_11.6.05.txt
    Strong_Bad say that this list is wrong, so Idk  Undecided

    Edit2:
    I found a *Melee bible* that has every character Melee stuff (Physics, frames and stuff) and Mewtwo is included on it:
    http://www.smashboards.com/showthread.php?t=315830
    If someone can tell me what ALL THOSE numbers on certain areas means, I would really appreciate it.

    Edit3:
    More useful stuff: http://www.smashboards.com/showthread.php?t=30064

    « Last Edit: January 07, 2012, 01:00:52 PM by AGFanProduction » Logged

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    AG's PSA/Animation Thread: http://forums.kc-mm.com/index.php?topic=36777.0
    KC-MM Project Mewtwo: http://forums.kc-mm.com/index.php?topic=55338.0
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    « Reply #548 on: January 07, 2012, 01:56:59 PM »


    Okay, I tested it, and sent a PM... At least I hope it sent, since I was getting error 500s...

    In case it didn't for whatever reason...


    Okay, so far I notice other then the listed things... Disable seems a little odd... If the foe is right in your face, it doesn't work, but at this distance...
    It does work... Not sure about this honestly, in one way, that gives it a lot more range then normal. But on the other, a foe can run towards you, and dodge it... Your call here, or maybe get someone else's opinion here.

    His grab still seems... Odd... I want you to see for yourself, just load up Brawl with only the file patch code, and use Mewtwo's files, and try to grab Peach's AI... It will often miss, when it clearly shouldn't... Base the grab hit box, if you're afraid his grab would be too good, on whoever has the slowest non-tether grab. Base the hit box on like... Ganon's grab, or Lucario's.

    Hi air dodge is still odd... Try taking coding from another Brawl character's, or Brawl+'s characters... Someone with an air dodge similar in timing, just no downward momentum... Since even Brawl+ doesn't have this.

    AAA should be quicker, since before you have a chance to get to the full part of it... Your foe can hit you... Plus the animation doesn't seem exact.

    I'm still not a fan of the jump canceling... But eh, I MIGHT be able to get used to it...

    His up tilt still seems odd to me... Since it goes through foes if they are standing in front of you...


    But on the plus side, down throw is pretty nice. The new entry is interesting. I'm glad you took my suggestion about Shadow Ball, that makes it feel more polished. Down air's hit box seems right now.

    All and all, this is shaping up VERY nicely. With some more fixes and what not, fixing what I suggested... Fixing a few more animations, making a few new ones... Yeah, this is gonna be a great PSA.

    I highly look forward to the next beta. Smiley
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    « Reply #549 on: January 07, 2012, 02:02:30 PM »


    Take a look at where the grab hitboxes are in Brawlbox 0.65b or 0.64d B-α
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    « Reply #550 on: January 07, 2012, 02:25:55 PM »


    Okay, I tested it, and sent a PM... At least I hope it sent, since I was getting error 500s...

    In case it didn't for whatever reason...


    Okay, so far I notice other then the listed things... Disable seems a little odd... If the foe is right in your face, it doesn't work, but at this distance...
    It does work... Not sure about this honestly, in one way, that gives it a lot more range then normal. But on the other, a foe can run towards you, and dodge it... Your call here, or maybe get someone else's opinion here.

    His grab still seems... Odd... I want you to see for yourself, just load up Brawl with only the file patch code, and use Mewtwo's files, and try to grab Peach's AI... It will often miss, when it clearly shouldn't... Base the grab hit box, if you're afraid his grab would be too good, on whoever has the slowest non-tether grab. Base the hit box on like... Ganon's grab, or Lucario's.

    Hi air dodge is still odd... Try taking coding from another Brawl character's, or Brawl+'s characters... Someone with an air dodge similar in timing, just no downward momentum... Since even Brawl+ doesn't have this.

    AAA should be quicker, since before you have a chance to get to the full part of it... Your foe can hit you... Plus the animation doesn't seem exact.

    I'm still not a fan of the jump canceling... But eh, I MIGHT be able to get used to it...

    His up tilt still seems odd to me... Since it goes through foes if they are standing in front of you...


    But on the plus side, down throw is pretty nice. The new entry is interesting. I'm glad you took my suggestion about Shadow Ball, that makes it feel more polished. Down air's hit box seems right now.

    All and all, this is shaping up VERY nicely. With some more fixes and what not, fixing what I suggested... Fixing a few more animations, making a few new ones... Yeah, this is gonna be a great PSA.

    I highly look forward to the next beta. Smiley


    Yes I saw the Message...
    not much to say, just that I tested out the stuff you mentioned like the Down-B problem, for Peach I still don't get the problem it worked fine for me, slow as in Melee.
    I didn't noticed the U-tilt while making in, I suppose that is because I do never play against tiny characters, while testing it out with tiny, it doesn't hit at all.

    the Grab hitboxes are in bone 37, the current frame grab hitbox matches this ones:


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    « Reply #551 on: January 07, 2012, 02:36:19 PM »


    Did you fight her AI at level 9? And did you try to use it as a punishing move out of a shield? Or just try to grab her out of her floating? Do it with Mewtwo, then do that with Ganondorf... You'll see the difference.

    Also, in my video, look at around... 2:58. As you can see, the grab goes through Dark Samus... In a way it shouldn't have. It SHOULD have grabbed her, but didn't... Is there something odd in the coding?

    See if others have my problem too...

    Compare it to a Brawl character's grab hit box?
    « Last Edit: January 07, 2012, 02:46:16 PM by _Data_Drain_ » Logged


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    « Reply #552 on: January 07, 2012, 02:42:09 PM »


    Mewtwo is looking AMAZING Happy Face. the only things that caught my eye from the video that need a little fixing are his Neutral B, down air, and Forward air, They all seem to come out faster than it's melee counterpart. And the Back throw isn't nearly as powerful as it was in melee. It was one of my favorite kill moves then but in the video dark samus was over 100% on the edge and the Back throw still didn't kill.
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    « Reply #553 on: January 07, 2012, 03:06:29 PM »


    Did you fight her AI at level 9? And did you try to use it as a punishing move out of a shield? Or just try to grab her out of her floating? Do it with Mewtwo, then do that with Ganondorf... You'll see the difference.

    Also, in my video, look at around... 2:58. As you can see, the grab goes through Dark Samus... In a way it shouldn't have. It SHOULD have grabbed her, but didn't... Is there something odd in the coding?

    See if others have my problem too...

    Compare it to a Brawl character's grab hit box?


    that may be becuase brawl characters have a longer catch collision thats why you think it looks diferent . Just becuase the arm is out doesnt mean the catch collision is there maybe AGFan can make as long as its arm is there he grabs so normal grab ,catch collision 8-19 and catch grab 8-18 this might look better since its wierd if he has the arm pointed at the oponents face and doesnt grab him with his fingers Tongue

    Mewtwo is looking AMAZING Happy Face. the only things that caught my eye from the video that need a little fixing are his Neutral B, down air, and Forward air, They all seem to come out faster than it's melee counterpart. And the Back throw isn't nearly as powerful as it was in melee. It was one of my favorite kill moves then but in the video dark samus was over 100% on the edge and the Back throw still didn't kill.
    remenber in melee characters falled much faster thats why backtrow was an awnsome move xD but i gree buff the knock back of it too xD
    « Last Edit: January 07, 2012, 03:07:33 PM by Carnage » Logged


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    « Reply #554 on: January 07, 2012, 03:17:57 PM »


    Did you fight her AI at level 9? And did you try to use it as a punishing move out of a shield? Or just try to grab her out of her floating? Do it with Mewtwo, then do that with Ganondorf... You'll see the difference.

    Also, in my video, look at around... 2:58. As you can see, the grab goes through Dark Samus... In a way it shouldn't have. It SHOULD have grabbed her, but didn't... Is there something odd in the coding?

    See if others have my problem too...

    Compare it to a Brawl character's grab hit box?


    she was going to attack me when she was floating and I catch her with np.

    I suppose that the grab difference between Ganon's and Mewtwo's grabs are the distance in the animation and the size and the timer or the Grab hitbox in PSA.

    I have put in Mewtwo, the Melee timer of the hitboxes, maybe that's why it doesn't grabs good for you, I would change it but..... *sees PSA catch collision* .... I'll keep testing on it.. I think I found a issue in PSA...  *check*

    Edit: okay, Tongue time to test in-game... xD
    « Last Edit: January 07, 2012, 03:30:01 PM by AGFanProduction » Logged

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    AG's PSA/Animation Thread: http://forums.kc-mm.com/index.php?topic=36777.0
    KC-MM Project Mewtwo: http://forums.kc-mm.com/index.php?topic=55338.0
    The *M* Texture thread: http://forums.kc-mm.com/index.php?topic=9737.0
    Godzilla Unleashed Model Importing Thread: http://forums.kc-mm.com/index.php?topic=64587.0



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