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« Reply #2490 on: December 27, 2011, 10:56:14 PM » |
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What's wrong k j p? I'm not going to bring it in here. ._. It's best that I don't.
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« Reply #2491 on: December 27, 2011, 10:58:39 PM » |
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What about scizor have you been able to ponder the changes you wanna make
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« Reply #2492 on: December 27, 2011, 11:03:18 PM » |
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What about scizor have you been able to ponder the changes you wanna make No, I was busy.
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« Reply #2493 on: December 27, 2011, 11:26:17 PM » |
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Your avatar matches your personality.
Your avatar matches your stars on this section as well.
Your Scizor PSA is epic.
Goodbye.
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« Reply #2494 on: December 28, 2011, 12:16:05 AM » |
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I lol'd, thx IS xD
He is right KJP, scizor is epic.
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« Reply #2495 on: December 29, 2011, 05:15:51 PM » |
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>.> <.< Kit and I have been working on Tifa for a while now and we think that she's ready for a couple Beta testers...So...who's up for it?
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« Reply #2496 on: December 29, 2011, 06:40:57 PM » |
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i'll do it if you want. who's she over?
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Soon enough... I'll show you my true power.
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« Reply #2497 on: December 29, 2011, 07:30:22 PM » |
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i'll do it if you want. who's she over? She has been ported over onto Pit. She was originally going to be over ZSS, but he file size is too small.
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« Reply #2498 on: December 29, 2011, 08:16:16 PM » |
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I'd love to Test it out. I love giving feedback. :3
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« Reply #2499 on: December 29, 2011, 08:17:09 PM » |
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I'd love to Test it out. I love giving feedback. :3 Alright. There are just a few fixes I have to make first.
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« Reply #2500 on: December 29, 2011, 08:18:06 PM » |
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Need one more for the critique bin?
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« Reply #2501 on: December 29, 2011, 08:28:56 PM » |
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Need one more for the critique bin? You can test too as well.
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« Reply #2502 on: December 29, 2011, 10:43:17 PM » |
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So I might as well go over each move and discuss what's good and what could use improving. Here goes nothing. jab: Pretty standard. Noticed that the jabs have really low end lag though, so you can pretty much get 21% off a jab if you time your up tilt right. These are alright though otherwise. Next. Up-Tilt: Zamus' up tilt mostly. Really fast. Fits in well enough I suppose. Forward-Tilt: Really slow and doesn't really feel right on Tifa. From what I gather, she's meant to be more of a melee character, so something that could be fast and give her a bit more range like a kick would probably fit the set a bit better. If you're set on keeping this, definitely buff the fire version. The lightning at least has range and the ice version can poke people who are on platforms below you. The fire version doesn't have much to justify its slow speed. Down-Tilt: Next. Up-Smash: The range on this is really just pitiful. It's her most damaging smash but I can honestly be right up in Snake's face and this thing won't hit. The animation's a bit clunky too. Something closer to Falco's up smash would help her out here. Forward-Smash: Again, range is an issue, but this is actually quite passable. The animation could probably be a bit more dynamic. Down-Smash: Again, could probably be a bit more dynamic. It's functional, though. Little bit Lucario-ish. Dash Attack: Zamus. Passable and works for Tifa. Neutral-Aerial: Mewtwo? I don't really see what this has to do with Tifa at all. It's not really useful either. Could probably stand to be something else. Up-Aerial: This renders N-Air obsolete. It does more damage and it does more knockback. Pretty similar moves. Forward-Aerial: It'd be nice if the first kick did less knockback so the second one hit a bit more consistently. Otherwise a good move. Other Aerials: Zamus. Good. Moving on. Specials: This is where I stopped getting the moveset. Neutral-Special: I like this. Could use some more sound effects and a more noticable charge animation, though, sounds weak when it hits. See Charizard's down smash. Air version is pretty good too. Up-Special: Ground version is like Falcon Punch and kills really easily but it's slow. Air version is a really good killing move. This is good as it is. Forward-Special: Uh? Ground version is nigh useless because it's unsafe even if it hits. Air version confuses me. What's the use of it, exactly? Down-Special: Slow and random. Any effect isn't really worth it considering how slow it is to start up and how underwhelming the effects are. I'd consider making the effects more like temporary buffs or larger ranged attacks or just think about scrapping this special altogether. Final Smash: Hey, it's pretty cool, but the knockback is so weak on the last hit it's insane. Like, this won't kill even if it lands at 50%. Buff please? That sums up my initial thoughts, I'll keep playing around with it and post anything else I think is worth note.
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« Last Edit: December 29, 2011, 10:45:48 PM by Get A Load of This! »
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« Reply #2503 on: December 30, 2011, 08:51:34 AM » |
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So I might as well go over each move and discuss what's good and what could use improving. Here goes nothing. jab: Pretty standard. Noticed that the jabs have really low end lag though, so you can pretty much get 21% off a jab if you time your up tilt right. These are alright though otherwise. Next. Up-Tilt: Zamus' up tilt mostly. Really fast. Fits in well enough I suppose. Forward-Tilt: Really slow and doesn't really feel right on Tifa. From what I gather, she's meant to be more of a melee character, so something that could be fast and give her a bit more range like a kick would probably fit the set a bit better. If you're set on keeping this, definitely buff the fire version. The lightning at least has range and the ice version can poke people who are on platforms below you. The fire version doesn't have much to justify its slow speed. Down-Tilt: Next. Up-Smash: The range on this is really just pitiful. It's her most damaging smash but I can honestly be right up in Snake's face and this thing won't hit. The animation's a bit clunky too. Something closer to Falco's up smash would help her out here. Forward-Smash: Again, range is an issue, but this is actually quite passable. The animation could probably be a bit more dynamic. Down-Smash: Again, could probably be a bit more dynamic. It's functional, though. Little bit Lucario-ish. Dash Attack: Zamus. Passable and works for Tifa. Neutral-Aerial: Mewtwo? I don't really see what this has to do with Tifa at all. It's not really useful either. Could probably stand to be something else. Up-Aerial: This renders N-Air obsolete. It does more damage and it does more knockback. Pretty similar moves. Forward-Aerial: It'd be nice if the first kick did less knockback so the second one hit a bit more consistently. Otherwise a good move. Other Aerials: Zamus. Good. Moving on. Specials: This is where I stopped getting the moveset. Neutral-Special: I like this. Could use some more sound effects and a more noticable charge animation, though, sounds weak when it hits. See Charizard's down smash. Air version is pretty good too. Up-Special: Ground version is like Falcon Punch and kills really easily but it's slow. Air version is a really good killing move. This is good as it is. Forward-Special: Uh? Ground version is nigh useless because it's unsafe even if it hits. Air version confuses me. What's the use of it, exactly? Down-Special: Slow and random. Any effect isn't really worth it considering how slow it is to start up and how underwhelming the effects are. I'd consider making the effects more like temporary buffs or larger ranged attacks or just think about scrapping this special altogether. Final Smash: Hey, it's pretty cool, but the knockback is so weak on the last hit it's insane. Like, this won't kill even if it lands at 50%. Buff please? That sums up my initial thoughts, I'll keep playing around with it and post anything else I think is worth note. Since Jiggy won't know the reasons behind some of these, I'll post about em.
Jabs: Changed up the animation of Attack13. It's now faster at the start so it can properly chain from Attack 11 and 12, while slower at the end of the swing and could render combos from it null.
F-Tilts: Yes, I would like to keep them. Since there's still no good way to make a projectile, I gave her a few to entend her range better then a Leg or Arm could. Plus I have a hard enough time trying to tilt so I rarely would use em myself. The Fire's damage is Jiggy's department though as we had to redo it from it's other version.
Up-smash: Yeah. Told him to fix that hit box several times. The Animation's wonky cause I was starting to run outa ideas (Upsmash and all the air-a's)
Forward Smash: I extended the LHaveN a little. Might help.
N-Air: Great for plinking people on the way down. Has enough effect from the damage to chain into a ground attack
U-Air: I haven't gotten the chance to really test it since I passed out last night.
Air-N-B: Did you know the fully charged version spikes =3
F-B: The ground version is kinda glitchy since we had to force in a psa fix that prevents her from moving if she was to slide, else it's more effective on higher damaged foes. I'll admit could use better knock back. The Air version is in a Beta stage cause of the fact the bone the arrow comes from isn't correct and is needing a hard fix, which we're waiting for. Thought I told Jiggy to tell the testers that.
D-B: I shortened the start up cast time again, and extended the range of Meteor. There's supposed to be 10 spells that she'll randomly cast, but I haven't figured out many past those.
Final Smash: told him about that knock back a few times =p
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« Reply #2504 on: December 30, 2011, 10:08:22 PM » |
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I have a question KJ, X isn't on your list.. You remove him? D: And if you didn't, you think up a moveset for him yet? If not, would you like ideas?
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