SDo0m's Dark Void: Deadpool Release (pg 512)! Major thanks to Mephisto!

Started by SiLeNtDo0m, October 12, 2010, 05:44:47 PM

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DEADPOOL! (cheers to Nano for the vid) http://www.youtube.com/watch?v=K5I4s74Q2WI

Delicious like a chimichanga
7 (14.9%)
SDo0m and Mephisto classy mofos ಠ_ರೃ
9 (19.1%)
OMG A MOD WUT SORCERY IS THIS?!?!
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[spoiler]
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Seriously Classy Option™ ಠ_ರೃ
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wherez vegeeeta?
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Total Members Voted: 47


Time for my feedback .... I can't possibly do a detail of each move, because most of them, I really have absolutely nothing to say about.

- Myself, I kinda like the F-Tilt. It's more situational than the AAA, but the overall range is pretty nice, as is the mini-spike. Good edge-guarding tool.

- I have something against the U-Tilt : I'm pretty sure the hitbox is starting too late, after the uppercut has been effectively delivered. I think making the hitbox start a bit earlier + some frame twists would make the move much more useable. :)

- About the ANA, I'm glad you kept kinda similar KB to the original releases. It's a great move. But maybe the FX is a bit too big, isn't it ? -_o

- The Neutral-Specials feel great too. I really like those. But how much priority did you you put into the Red Hot Kick ? O_O"""
Seriously, I'm kicking the butt of Pit's FS angels with this move. XDDD

- Side-Special ... i'm not too fondof it, honestly. The hitbox, damage and KB aren't at fault. But the animation and the way Joe moves to the side doesn't look very right to me. It's very okay, don't get me wrong, but this is IMHO the least good looking of his specials.  :-\

- Also, he gets back to his normal size when being grabbed. :P

------------------------------------
The rest ? It's just great. I really like what you did there. It plays nicely, feels smooth ingame, has very few "barely used" moves ...
And the FS is epic, as usual. :P This PSA is even more true to the character than the previous version. Except that now, it plays great, and looks great. :)

Great job SDoom, this is really a splendid piece you did there.  :kdance:
Round and round the signature goes ~
~ where it stops, nobody knows.

I love how you made Mach Speed. ;o
I love your Joe PSA man, like all of your PSA. Still have your Dissidia Cloud ;o
[white]: SW-2632-7270-6724[/white]


Quote from: Segtendo on April 15, 2011, 05:55:30 PM
I love how you made Mach Speed. ;o
I love your Joe PSA man, like all of your PSA. Still have your Dissidia Cloud ;o
indeed all Sdo0m´s PSAs is good also his Ideas for movesets
I Dont Take Requests & Dont Do Brawl Mods anymore Maybe Sm4sh modz later


@Miacis

Thanks again for the feedback and I'm really glad you enjoyed this revamp because it was largely because of the wall of feedback you gave me back when I released V1 in December that I made this revamp. :)

Now here's what I have to say about the feedback:

1). The U Tilt was something that bothered me.  The animation came out how I wanted it to in Brawlbox, but in game it was weird and I couldn't diagnose the problem.  I think I'll definitely try out making the hitbox come out a bit earlier.

2). Actually, I only just realised today that I forgot to add a Terminate Collisions at the beginning of the bounce subaction.  So the hitbox lasts for ages (even during the bounce) and has stupidly good priority.  I'll fix it asap.

3). Side B is a strange one.  Despite me setting momentum to zero at the beginning of the subaction that slide still happens.  The animation won't be changed however, otherwise the balance of the projectile gets messed up.

4). Sure I'll change the N Air's graphic to make it a tad smaller.  The size never really bothered me but meh :P

5). The resizing is a currently unfixable model glitch.  It's been present in the old version of Joe, it's present in Beyond's model (without the moveset).  Heck even Aafyre's King K Rool along with every other one slot size mod has this glitch.


Again, thanks again for the feedback and I'm glad you all like the Final Smash too ^^. It was a chore to get right XD

I think that slide might be a remnant of Raptor Boost's code.

Just a theory.

3DS Friend Code: 2895-6640-9302


Quote from: Velen Draufgänger on April 15, 2011, 10:50:48 PM
I think that slide might be a remnant of Raptor Boost's code.

Just a theory.

Possibly.  This problem also happens to Shadow and his Chaos Spear.

I like the sliding part. It allows me to rally up combos.

1. I've got to say SDo0m. I just played this with my friend and I love it!(Especially when I modified the run inital velocity to be 9.12)

Only a couple things:
1. Can you tell me how to make the punches in the FS hitbox carrier VERY slightly bigger so it can carry the opponent, so I can make my own modified version that I'll share here once done.
2. What happened to the pink fire graphic when doing UpTaunt(...I thought that was cool)?


3. Here's a thought for the Gotenks PSA. I tried to doing B-Down(Air) while my friend was doing it, too. So when we both did B-Down(Air) at the same time, hitting each other, it was just like in DBZ where the two fighters are able to hit each other really fast and both get damage. I'll look into the Down-B(air) subaction in this V. Joe PSA sometime. :)

There should be a sub action or action, or parameter somewhere that controls that, right?

The problem is finding it. >.>

3DS Friend Code: 2895-6640-9302

Quote from: Velen Draufgänger on April 15, 2011, 11:10:52 PM
There should be a sub action or action, or parameter somewhere that controls that, right?

The problem is finding it. >.>
Not really.
Here:


0A0 DamageLw3
0A1 DamageAir1
0A2 DamageAir2
0A3 DamageAir3
0A4 DamageFlyHi
0A5 DamageFlyN
0A6 DamageFlyLw
0A7 DamageFlyTop
0A8 DamageFlyRoll
0A9 DamageElec
0AA DownBoundU
0AB DownWaitU
0AC DownDamageU
0AD DownDamageU3
0AE DownEatU
0AF DownStandU
0B0 DownAttackU
0B1 DownForwardU
0B2 DownBackU
0B3 DownBoundD
0B4 DownWaitD
0B5 DownDamageD
0B6 DownDamageD3
0B7 DownEatD
0B8 DownStandD
0B9 DownAttackD
0BA DownForwardD
0BB DownBackD
0BC DownSpotU
0BD DownSpotD
0BE Passive
0BF PassiveStandF
0C0 PassiveStandB
0C1 PassiveWall
0C2 PassiveWallJump
0C3 PassiveCeil
0C4 PassiveWall
0C5 FuraFura
0C6 FuraFuraStartD
0C7 FuraFuraStartU
0C8 FuraFuraEnd
0C9 FuraSleepStart
0CA FuraSleepLoop
0CB FuraSleepEnd
0CC Swallowed
0CD Pass
0CE Ottotto
0CF OttottoWait
0D0 WallDamage
0D1 StopCeil
0D2 StopWall
0D3 StopCeil
0D4 MissFoot
0D5 CliffCatch
0D6 CliffWait
0D7 CliffAttackQuick
0D8 CliffClimbQuick
0D9 CliffEscapeQuick
0DA CliffJumpQuick1
0DB CliffJumpQuick2
0DC CliffAttackSlow
0DD CliffClimbSlow
0DE CliffEscapeSlow
0DF CliffJumpSlow1
0E0 CliffJumpSlow2
0E1 SlipDown
0E2 Slip
0E3 SlipTurn
0E4 SlipDash
0E5 SlipWait
0E6 SlipStand
0E7 SlipAttack
0E8 SlipEscapeF
0E9 SlipEscapeB
0EA AirCatch
0EB AirCatchPose
0EC AirCatchHit
0ED AirCatch
0EE SwimRise
0EF SwimUp
0F0 SwimUpDamage
0F1 Swim
0F2 SwimF
0F3 SwimEnd
0F4 SwimTurn
0F5 SwimDrown
0F6 SwimDrownOut
0F7 LightGet
0F8 LightWalkGet
0F9 LightEat
0FA LightWalkEat
0FB HeavyGet
0FC HeavyWalk1
0FD HeavyWalk2
0FE LightThrowDrop
0FF LightThrowF
100 LightThrowB
101 LightThrowHi
102 LightThrowLw
103 LightThrowF
104 LightThrowB
105 LightThrowHi
106 LightThrowLw
107 LightThrowDash
108 LightThrowAirF
109 LightThrowAirB
10A LightThrowAirHi
10B LightThrowAirLw
10C LightThrowAirF
10D LightThrowAirB
10E LightThrowAirHi
10F LightThrowAirLw
110 HeavyThrowF
111 HeavyThrowB
112 HeavyThrowHi
113 HeavyThrowLw
114 HeavyThrowF
115 HeavyThrowB
116 HeavyThrowHi
117 HeavyThrowLw
118 SmashThrowF
119 SmashThrowB
11A SmashThrowHi
11B SmashThrowLw
11C SmashThrowDash
11D SmashThrowAirF
11E SmashThrowAirB
11F SmashThrowAirHi
120 SmashThrowAirLw
121 Swing1
122 Swing3
123 Swing4Start
124 Swing4
125 Swing42
126 Swing4Hold
127 SwingDash
128 Swing1
129 Swing3
12A Swing4Bat
12B SwingDash
12C Swing1
12D Swing3
12E Swing4Start
12F Swing4
130 Swing42
131 Swing4Hold
132 SwingDash
133 Swing1
134 Swing3
135 Swing4Start
136 Swing4
137 Swing42
138 Swing4Hold
139 SwingDash
13A Swing1
13B Swing3
13C Swing4Start
13D Swing4
13E Swing42
13F Swing4Hold
140 SwingDash
141 ItemHammerWait
142 ItemHammerMove
143 ItemHammerAir
144 ItemHammerWait
145 ItemHammerMove
146 ItemHammerAir
147 ItemDragoonRide
148 ItemScrew
149 ItemScrew
14A ItemScrewFall
14B ItemKikc
14C ItemDragoonGet
14D ItemDragoonRide
14E ItemBIg
14F ItemSmall
150 ItemLegsWait
151 ItemLegsSlowF
152 ItemLegsMiddleF
153 ItemLegsFastF
154 ItemLegsBrakeF
155 ItemLegsDashF
156 ItemLegsSlowB
157 ItemLegsMiddleB
158 ItemLegsFastB
159 ItemLegsBrakeB
15A ItemLegsDashB
15B ItemLegsJumpSquat
15C ItemLegsLanding
15D ItemShoot
15E ItemShootAir
15F ItemShoot
160 ItemShootAir
161 ItemShoot
162 ItemShootAir
163 ItemScopeStart
164 ItemScopeRapid
165 ItemScopeFire
166 ItemScopeEnd
167 ItemScopeAirStart
168 ItemScopeAirRapid
169 ItemScopeAirFire
16A ItemScopeAirEnd
16B ItemScopeStart
16C ItemScopeRapid
16D ItemScopeFire
16E ItemScopeEnd
16F ItemScopeAirStart
170 ItemScopeAirRapid
171 ItemScopeAirFire
172 ItemScopeAirEnd
173 ItemLauncher
174 ItemLauncherFire
175 ItemLauncherAirFire
176 ItemLauncher
177 ItemLauncherFire
178 ItemLauncherAirFire
179 ItemLauncherFall
17A ItemLauncherAir
17B ItemAssist
17C GekikaraWait
17D ItemScrew
17E Guard
17F LadderWait
180 LadderUp
181 LadderDown
182 LadderCatchR
183 LadderCatchL
184 LadderCatchAirR
185 LadderCatchAirL
186 LadderCatchEndR
187 LadderCatchEndL
188 RopeCatch
189 RopeFishing
18A SpecialNBittenStart
18B SpecialNBitten
18C SpecialNBittenEnd
18D SpecialAirNBittenStart
18E SpecialAirNBitten
18F SpecialAirNBittenEnd
190 SpecialNDxBittenStart
191 SpecialNDxBitten
192 SpecialNDxBittenEnd
193 SpecialAirNDxBittenStart
194 SpecialAirNDxBitten
195 SpecialAirNDxBittenEnd
196 SpecialNBigBittenStart
197 SpecialNBigBitten
198 SpecialNBigBittenEnd
199 SpecialAirNBigBittenStart
19A SpecialAirNBigBitten
19B SpecialAirNBigBittenEnd
19C SpecialHiCapture
19D SpecialHiDxCapture
19E SpecialSStickCapture
19F SpecialSStickAttackCapture
1A0 SpecialSStickJumpCapture
1A1 SpecialSDxStickCapture
1A2 SpecialSDxStickAttackCapture
1A3 SpecialSDXStickJumpCapture
1A4 ThrownZitabata
1A5 ThrownDxZitabata
1A6 ThrownGirlZitabata
1A7 ThrownFF
1A8 ThrownFB
1A9 ThrownFHi
1AA ThrownFLw
1AB ThrownDxFF
1AC ThrownDxFB
1AD ThrownDxFHi
1AE ThrownDxFLw
1AF GanonSpecialHiCapture
1B0 GanonSpecialHiDxCapture
1B1 SpecialSCapture
1B2 SpecailAirSCatchCapture
1B3 SpecialAirSFallCapture
1B4 SpecialAirSCapture
1B5 SpecialSDxCapture
1B6 SpecailAirSDxCatchCapture
1B7 SpecialAirSDxFallCapture
1B8 SpecialAirSDxCapture
1B9 SpecialNEgg
1BA SpecialSZitabata
1BB SpecialSDxZitabata
1BC AppealHiR
1BD AppealHiL
1BE AppealSR
1BF AppealSL
1C0 AppealLwR
1C1 AppealLwL
1C2 EntryR
1C3 EntryL
1C4 Win1
1C5 Win1Wait
1C6 Win2
1C7 Win2Wait
1C8 Win3
1C9 Win3Wait
1CA Lose
1CB DamageFace
1CC Dark
1CD Spycloak
1CE+ Specials

Also:
I figured out what the distance you would need from your opponent to execute the Final Smash Perfectly:

I knew it would be Travis. I'm alsoperdicting Beyond will make a new vertex to go along with it. :P

I found a new glitch:
When you grab another Viewtiful Joe you as Viewtiful Joe and pressing "A" while grabbing(Headbutting him) won't give the foe any damage.

Also, I know what I want tweaked in the FS for my personal use.
At the end of his first animation(Trying to capture the opponent...when he dashes forward) I want the exact end point of his 1st animation to capture the opponent. Right now his FS can capture the opponent right if front of the foe, so it can't execute the FS.

So, basically, I'm wanting the first animation to drag the opponent to the end point of his 1st animation of the FS, THEN capture...to execute the FS.

I hope that wasn't confusing...