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« Reply #165 on: January 22, 2011, 12:36:20 PM » |
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Just to suggest a couple potentials here that might spark some interest. Up B: I get the feeling a flash step variant of some sort might feel about right here. Short range teleport, controllable direction, ends facing opposite. Good for headgames and closing, which Kenpachi himself would probably approve of. Side B:Something akin to Ike's quickdraw(yeah yeah, lynch me after I finish if you still want to), only instead of slashing at the end of the dash, instead activate a diffrent short range teleport; this one only one or two steps back, and slightly above the starting point(good for any aerial setup, especially with the reach of that sword).
IMHO, you could also turn that neutral B into an armor pose of some sort - since he is traditionally very resilient to blades and so forth; maybe a time based low-level super armor on a short timer that'll give him the opportunity to just wade through a quick character's blows just long enough to really land a good shot.
Just a couple thoughts, hope they help.
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« Reply #166 on: January 22, 2011, 07:31:32 PM » |
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hmm, well have you checked bleach vs crusade and shattered blade for attack ideas? (just a suggestion)
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« Reply #167 on: January 22, 2011, 07:39:39 PM » |
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Thanks for the ideas. And I'm realizing tha I need to watch a few more videos so I can make my PSA play like Kenpachi, not just look like him.
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« Reply #168 on: January 22, 2011, 07:47:38 PM » |
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I think my largest pointer as far as his technique is actually pretty simple; Unlike... well, pretty much everyone else in Bleach(as far as I've watched it, anyhow), Kenpachi doesn't abuse 'special' techniques to win, he relies more upon his own skill with a blade, and his own physical ability, intentionally internalizing that massive Reiatsu(sp? I never can remember that one.) in favor of beating his opponent tactically. Not to mention, it's pretty much because of all that that he's so damn imposing. It's like he ENJOYS bringing a knife to a gunfight; and he keeps winning just that way. =)
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« Reply #169 on: January 22, 2011, 07:56:05 PM » |
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Yeah, he's pretty different from the other characters in Bleach, that's the reason I picked him (Not to mention he's my favorite bleach char). I'll have to get a good graphic effect for his reiastu(No idea how to spell it either.) because there' nothing I can think of that would work for it at the moment. And watching these videos things happen to fast for me to get a good look at 'em.... I'll have to analyse them a bit more closely.....
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« Reply #170 on: January 22, 2011, 08:04:16 PM » |
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Oh, those little rants of mine aside, the model looks great; I definitely see this hack in my home-use package sometime in the future.
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« Reply #171 on: January 23, 2011, 04:33:36 PM » |
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^Thanks, I'll try my best to see that i turns out well. Alright, JokeKid, I fixed the wait position transitions. I also fixed the starting and charging animations for the smashes. He has two jumps like a normal character now, a grabbing animations, a ledge grab animation, and his landing animation is fixed. I'll probably disable all specials but the up special for the beta, it's the only one that really needs to be there.
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« Reply #172 on: January 24, 2011, 04:02:41 AM » |
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good to hear that ^^ did u get rid of most T-poses? cuz the worst thing about an import and what annoys me most is the T-posing ¬¬
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« Reply #173 on: January 24, 2011, 03:06:22 PM » |
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^Yup. For most major animations he shouldn' T-pose. I just now added the Downed animation, in fact. Do you want him to have swimming and footstool animations for the beta? I can do it, but it'd be annoying...... What about item throws? Also, looking at the model import betas on the vault, some are really unfinished. I already have twice as much done as certain ones.....
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« Last Edit: January 24, 2011, 04:32:39 PM by Fliptocat »
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« Reply #174 on: January 25, 2011, 09:07:39 AM » |
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in fact i think an import shouldnt rly have betas, but thats ur deal ^^
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« Reply #175 on: January 25, 2011, 03:15:08 PM » |
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^Just curious, but why? The only thing that bothers me is that some of them are really half-done and not viable for competitive play. By the beta release time, I'll have most, if not all of his attacks finished, except for maybe the final smash, since I have to make a another moveset for that. I'm going fix the glitches, as well, but the only one that absolutely has to be fixed by the beta time is the thrown glitch.
Oh, and do you want to test it again before the release?
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« Reply #176 on: January 25, 2011, 06:26:40 PM » |
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hmm, could i also test before the release?
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« Reply #177 on: January 25, 2011, 06:27:33 PM » |
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Sure, but I still have to refine a few things before that time comes.
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« Reply #178 on: January 25, 2011, 06:29:50 PM » |
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alright, i like how the progress is going with this so the waits worth it, keep up the good work
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« Reply #179 on: January 27, 2011, 08:28:02 AM » |
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wait what's with the random teleports?
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