I would like like to make note that Blade Beam (Down B - ground) has a rather large reach and potential for spamming...
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Show posts MenuQuote from: SaxMeister13 on April 30, 2010, 06:59:10 PMQuote from: LookItsLink on April 28, 2010, 05:57:12 PM
Could you make it Guardian instead of Guardian Field?
If damage reduction is possible, do that. If not, could it you make it so he has super armor frames instead?
(it would be a useful move to dodge final smashes or as a nice panic move to avoid getting smashed)
I agree...but on DSmash? That would be a really odd place for it, but that's where I'd been thinking of GF.
@Reiner - At the moment I'm thinking of implementing SLB for Kratos in much the same way as I implemented LB for Asch - a thrust and a lightning strike. Casting Lightning would feel to me like exactly the same thing, sans the thrust. I can play with graphics and try to make it feel different (and of course the damage/KB would be different too) but ultimately it would feel kind of redundant to me. I like Lightning better as well, though, so I'm still thinking about it. What kinds of stuff could I do to make the two moves more different?
So here's an updated moveset (also updated in the OP):
FTilt: Sonic Thrust
UTilt: Light Spear?
DTilt: Grave Blade
FSmash: Super Lightning Blade
USmash: Light Spear Cannon
DSmash: Guardian Field?
B: Fire Ball / Eruption
^B: Victory Light Spear?
>B: Wind Blade / Air Thrust
vB: Judgment
Final: Shining Bind
I'm currently looking for some good GFX for Judgment.
Quote from: SaxMeister13 on April 28, 2010, 05:03:45 PM
@Reiner - thanks for the comments! A few thoughts:
* I'd love Kratos to have Thunder Blade; I just have no idea how to code it. Also, it seems to conflict with giving him Super Lightning Blade.
* I agree that Demon Fang doesn't feel like an FTilt, but I feel like he should have it somewhere and I don't know where else. Sonic Thrust could work, though...it would probably feel almost exactly like SLB except without the lightning, though (and less damage, ofc).
* Asch's B-Air is a false projectile and is limited by the mechanics of false projectiles. You'll find that it stays roughly level with his feet, so if he's still ascending then so will the projectile. I don't know how else to code it. I could go for a little farther and faster, but when I tried giving it knockback it became way too spammable.
* Slag Assault is still really poor, I know. Part of that is that it's gotta be a custom animation and I'm really lousy at those, but it's still on my to-do list.
* It wasn't my intention to make OL a once-per-match thing, just once every so many hits; I'll take a look.
Quote from: theshyguy on April 25, 2010, 02:04:36 AM
thnx for feedback i will fix it later, atm looking for help so i can improve the moveset. It's trying to control a gfx/hitbox without moving the char. on ground. Like neku down tilt, and down B, zelda's side b ( fireball ), or even ness's up B (PK thunder) - etc.
- i will fix the moves, and with the side smash ill try and make it a bit controllable.
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