Haha, SDoom, you're stealing all my cool ideas before i even get to use them XP
For what I'm assuming is the U-Throw, are you using the HipN or the TransN bone to move Cloud off the ground? And what happens if you are hit out of the throw? Do you teleport back down or stay hurt in the air? I'm trying the same thing, but I haven't finished the animation
It was fun, it only for a short while. The only thing I was really impressed with was the Final Smash attack, which looks awesome. Everything else is kinda simplistic.
Honestly, I always have doubts every time I see a new Shadow PSA.
This, my friend, is the first exception.
I can clearly see the time and effort you put into this PSA, instead of being thrown together like the multitudes of "Extreme God Hyper Final True Max Unleashed Perfect" movesets out there. I really like what you've done; it shows the research you put into this project. Creative, balanced, smooth animations? Sounds like a winner to me~
Hats off to you! You'll be finding this on my SD card =]
You never cease to amaze me, Aafyre. When dingo told me you were doing Darkrai over GANONDORF, I was like, "...No...that's not possible >_>" You've sealed me up for good =]
I like all the highest voted ideas, but if you do Marowak over Yoshi, I GUARANTEE I'll drop everything and work on a PSA for him. That's been my goal ever since I saw imported models, but this is 100x more convenient :3
In the 15 minutes I spent playing this, I guess I have a couple of things to say.
Positive: - A couple things were really creative! I liked the D-Air GFX specifically. The throws were awesome too; I was playing around with the sword grab idea in my head for a while, but it was nice to see it finally put into action. - The F-Smash kinda grew on me. I really like it =]
Other Feedback: - You should ask permission to add the Sephiroth costume in your download. I wasn't using the vertex and wondered why many of my hitboxes were significantly longer than Marth's sword. At least state in the OP that the PSA is best used with the vertex due to the extended hitboxes.
- Decrease the vertical distance of the Up-B. Haha, it gives me so much mobility for like no cost ;]
- The Up-B stalls in the air if you click it really fast after using the Up-B once. Same problem I ran into with Naruto...and I never really found a solution XP
- The Neutral B feels kinda useless when you have a Side-B that hits in like the same place but faster.
- Maybe I'll continue this later, cuz I'm running out of time, but this is really, really important...aesthetics! Practicality is definitely important, but a lot of the time it's the flashy lights that really catch people. You'd be surprised how a bit of smoke on the feet, a little rumble on hit, and that really subtle stuff no one really notices really changes the feel of the character. It's the little details that are important; don't rush anything, or it'll be painfully obvious.
Otherwise, nice work! I really admire all the effort.