The down B needs more... Vulnerability frames at the end, it's pretty spammable at the moment... However... The animation should stay as is, here's how I think it should work, there should only be a ATTACK hit box at the start, however it can reflect as well as it does currently, this way, it's still a good "GET OUT" move, but it's not so... Spammable, however it makes a great reflector still... At least that's how I hope it would turn out.
The AAA should just be an AA, first a jab, then firing the canon... And yes, like he said, and the canon should only fire when the jab hits.
The projectile hit box could do only 2% damage. But I'd leave the harder hitting part too, but reduce it's damage to 3%... That should round it up nicely.
Now on to some things I want to clear up myself...
The new invisibility taunt... It's cool, but I feel it's a little... Odd... There's no cons to using it, it's a quick taunt... So I had an odd idea... A little more start up, maybe a few frames more, it would make you fully invisible no name tag or anything, and the only way to cancel it, would be to side taunt, or down taunt again... However, here's the catch, it slowly damages you as you use this mode, and if possible, the damage grows as you use it... So, you shouldn't stay in it too long.
This would be to make it so that she wouldn't be invisible the whole match. XD
Side B air... Is it possible to make it act, for the most part like the ground one? Here would be the differences... No canceling the charge, so once you start, you're gonna charge through the whole thing. Second, landing lag, and free fall. That should be enough cons to make it balanced.
Perhaps a SLIGHT bit more end lag on down smash? It seems like a better all around down tilt... I feel just a tiny bit more end lag would do the trick.
The final smash... You should get rid of that creature, who knows? Maybe if you make the final smash more simple, that might open up some file space?
Other wise, this is a great update, the down air feels much more polished, the new effects are nice.
The only other things I'd do... Maybe change some repeat animations? Like side B ground and AAA's third hit (which hopefully in the next up date will just be an AA move), Leave the side B ground's animation as is, but maybe... Somehow make the firing animation for the plasma canon on AAA look distinct?
Anyway, good luck with this.
And Air-down (Phazon Comet), it's ballance?
Anywhere, someone know where is the place, on the PSA Samus set, where can be changed morphball bombs or missilles damages/flags? I mean... i just use the missiles parameters of DivineOverlord's Shadow Samus, but i dont know where he chaged these... (...and he dont replay to my messages, so... ) Someone can help me? I have an idea for something new...^_^
OMG Dark Samus's new updates are AMAZING!!!!! I have discovered moves needing some balance... 1. Phazon Shield (Down B) make it give 5 damage (If you could make a version without the purple fire that would be awesome) 2. You should make the A A combo only shoot the plasma canon only if the opponent gets it with the jab before it. 3. Arial Up A could have reduceed damage That is all
-New Phazon Comet pre-animation (too rapid before ) -New Super Dark Missile effect animation -New wait animation (thanks to Data_Drain and Razanak7 ) and smooths all the others -No more zerosuit file -New down taunt move!
The new taunt move make D.S. invible to the standard visor... but if she is hit or use shield or escape moves, she return visible. Enjoy!
NB: I ask you a favor... You could post, if you think the character is not balanced, which is the overpower moves, why they are not balanced and what to modify to make it balanced? Remember though that still need some strong points, ok? Thanks!
Edliran's Zero clone taunt is a model replacement of Navi. From what I can tell, Samus doesn't have any external articles you haven't used, so cloning is most likely out of the question.
I was going to make a Dark Samus moveset of my own, but since that didn't end up happening, at least someone will get a use out of that one animation this way. Feel free to use it.
It will a few days before I can go on my Wii but, these updates look really good, but I believe this Dark Samus PSA has almost reached its end so how about some final ideas?? .That thing Dark Samus does in Mp3 when she creates an echo of herself how about that being her down A and the echo would come out of like two feet in front of her and then go back in her stunning anyone caught by the echo? .My Final Smash idea??? .Sound effects would be epic!!! .Make the recovery not go down so far at its end .Clean and add the finishing touches to the animations .Make the purple fire when she walks and runs aura AKA phazon
The texture looks really good, but as I said, I can't test it out. Thanks for doing the NTSC sound effects!!!! This is the absolute best moveset so far on Samus!!!! Amazing first hack!!!!
Sorry but i have no idea how to make a FS like this, almost i think it's perfect the FS i actully made... However thanks for the idea , and i'm glad you like my works
Oh yeah... I wonder if Razanak7 would be okay with you using some animations of his? http://www.fileden.com/files/2008/11/2/2170666/Downloads%201.zip He made a pretty nice Dark Samus idle pose quite awhile back, maybe you can make use of it? I tried it out in my motion pac... It looks pretty cool.
Ho yea! it's awesome! this wait animation is perfect for Dark Samus . I hope Razanak7 let me use it... Do you know some other poses or animations like this?
THE NEW SKIN!!!!!!! I've sped the grabs, and create a separed file for the people how don't like the down taunt turn into zerosuit Samus. Maybe the last updates i think, so... Enjoy it!
Right Clic on your mod, properties, check if you have the same number of vertices and faces as the original. You may have added/removed a vertex by accident, not sure how but it happens.
hey guys, i just try this method but durnig the morpher step i cant pickup the "mod" clone for the first channel, does not even appear in the list (H), but still there, and i dont know why?! no problem for the invible vertex on the second channel.
Plus, there's one more problem with the down taunt... Try fighting Dark Samus as a CPU, she has a 1 in 3 chance of turning into Zero Suit Samus...
I honestly HATE that... Plus, I'd rather have a third real taunt, rather then that...
Ok, ok... i will make separeted file next time to satisfy all!
Now, i'm stay working to make the PSA compatible for the NTSC sound, but it's not easy... :'(
crush animation? Is it the air down spike or special air b?
it's the Air-down-landing, the animation after the "Phazon Comet" Air-down-attack (not special, just Down A in Air) when touch the ground. If you do a move or attack durnig the Air-down-landing, the animation stop! I want to prevent this and make animation unstoppable. I've try out, but any strings i put never work! Any suggestions?
thanks data.. It's good to see a lot of the stuff I did go to good use =D..
Yea! I could never have done this without all your stuff! Any advice for the crush animation?
however, i have upgrated some others stuff: Grabs (more quickly) and a few grafic effects, but i updates all next time when this problem will be resolved.
First thanks for comments, then i must say something:
zigheart: good idea Aurora 313 for FS, but i have no idea how to do . It's a little bit more for me, sorry :'(
To all: The Astral-jump it's ok for me, stop saying "why dont grab on the top?" It's an move characteristic. DS go in hyper mode and perform a "Super Space-jump" but because to much power cant grab immediately! DS have to many moves for stage recovery: lights jumps, Air-down-special, Z-Air and Air-up-Special! Now i've add heavy armor on first part (as along she is shining-blue) Just practice!
NOW, THE NEW!!!:
Air-down!more diagonal and with a crush animation (*)
This is the face of Ganondorf watching Dark Samus: HAHAHA! I cant resist...
Down-Smash: Sismic wave, like elite pirates on MP. Better then before!
Air-neutral and Air-hi!:
I have re-ballanced all moves, now she is a bit more deadly.
zigheart:"her attacks were really fast paced and destructive without a lot of focus on a target most of the time." I agree, this was the idea i think when i create her!
(*) there only one problem: Air-down-crush animation can be cancellable, and i have no idea how to fixit! if someone have an advice maybe i can fixit! Thanks!