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Author Topic: KH2/FF7/DIS Sephiroth V5.1 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues  (Read 965459 times)
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    « Reply #3345 on: September 11, 2011, 11:31:57 PM »


    lol I thought it had eight slashes... cuz it's called... y'know... Octaslash... but I guess that would be ridiculous.
    It is odd it is called Octoslash... But it really does only have five slashes.

    Also, DO, maybe the animation for the uncharged forward smash can be slightly different? I do want it to function just about like Hollow's old one though, and the animation would only need to be a bit different, just to not be Marth's. Tongue
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    « Reply #3346 on: September 11, 2011, 11:36:31 PM »


    It is odd it is called Octoslash... But it really does only have five slashes.

    Also, DO, maybe the animation for the uncharged forward smash can be slightly different? I do want it to function just about like Hollow's old one though, and the animation would only need to be a bit different, just to not be Marth's. Tongue




    mkay, choose an animation from this video for uncharged forward smash

    <a href="http://www.youtube.com/watch?v=8sI92MdmodA" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=8sI92MdmodA</a>
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    « Reply #3347 on: September 11, 2011, 11:55:14 PM »


    For my idea, 1:07, it was the third slash on Reaper, but since you made Reaper to slashes, this would be a nice forward smash...
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    « Reply #3348 on: September 12, 2011, 02:24:02 AM »


    Hey HackingStar, could you send me that back air animation you made for sephy? I lost it lol....After I receive this, Version 5.0 will be done.


    I made a new uncharged slash animation based off dissidia that data_drain recommended
    and a new octoslash which is also based off dissida  Awesome Face


    by the way, are you guys sure you want down throw to be changed? I need a reference for a new down throw if you want a new one, a picture or video will allow me to make it. Once this is done, sephiroth is basically done.
    « Last Edit: September 12, 2011, 03:15:49 AM by DivineOverlord » Logged

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    « Reply #3349 on: September 12, 2011, 03:35:26 AM »


    Out of curiosity did you change the up throw? I don't know if the change was in Data's list.
    Everyone was cool with that right? Really high knockback, no knockback growth, little damage?

    If there's no video for the down throw, driving his sword into the ground with the opponent still on it, then pulling it out, leaving the foe on the ground.
    « Last Edit: September 12, 2011, 04:39:36 AM by Apprentice Of Death » Logged

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    « Reply #3350 on: September 12, 2011, 04:29:30 AM »


    Hm... I don't think Sephiroth has canonly done the down throw idea we had... However, I found a move in Soul Caliber that kinda works... Sadly, this was the only video I could find of this move... (This also took a long time to find. Tongue)

    <a href="http://www.youtube.com/watch?v=Gb03w2gilTk" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=Gb03w2gilTk</a>


    At 2:19, that character (who's based off of Sigfried) drives the sword, and the foe into the ground, then he jerks it back out... I think that should work out well, since Sephiroth could very well do that from his grab position. This should then sorta work like Mr. Game and Watch's throw, not really knocking the foe anywhere, but making them slightly bounce. This shouldn't have any knock back growth at all, and should not be able to kill if it's done on a foe recovering...

    Speaking of the grab... The grab itself needs more start up lag, like Link's, or Samus'. It's too fast at the moment, since it's almost instant... I was driving Wolfric crazy spamming it.
    XD

    Well, I'm (because I'm tired, I'm gonna pass) out, I look forward to the progress. Smiley
    « Last Edit: September 12, 2011, 04:37:52 AM by _Data_Drain_ » Logged


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    « Reply #3351 on: September 12, 2011, 06:39:18 AM »


    Remember this bit:

    Make it so that the 5 hits connect, and the last one will have the knockback. It must kill Mario at 110%.

    Also, this is how it'd work:

    After the 3 seconds charge, his Forward Smash will be octaslash, BUT, for Octaslash to trigger he needs to connect the first slash of it, if the first slash doesn't hits a character, it'd stop right away and go back to the normal Fsmash.
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    « Reply #3352 on: September 12, 2011, 08:32:32 AM »


    Hm... I don't think Sephiroth has canonly done the down throw idea we had... However, I found a move in Soul Caliber that kinda works... Sadly, this was the only video I could find of this move... (This also took a long time to find. Tongue)

    http://www.youtube.com/watch?v=Gb03w2gilTk

    At 2:19, that character (who's based off of Sigfried) drives the sword, and the foe into the ground, then he jerks it back out... I think that should work out well, since Sephiroth could very well do that from his grab position. This should then sorta work like Mr. Game and Watch's throw, not really knocking the foe anywhere, but making them slightly bounce. This shouldn't have any knock back growth at all, and should not be able to kill if it's done on a foe recovering...

    Speaking of the grab... The grab itself needs more start up lag, like Link's, or Samus'. It's too fast at the moment, since it's almost instant... I was driving Wolfric crazy spamming it.
    XD

    Well, I'm (because I'm tired, I'm gonna pass) out, I look forward to the progress. Smiley


    I see.

    Remember this bit:

    Also, this is how it'd work:

    After the 3 seconds charge, his Forward Smash will be octaslash, BUT, for Octaslash to trigger he needs to connect the first slash of it, if the first slash doesn't hits a character, it'd stop right away and go back to the normal Fsmash.


    That's not gonna work right. I hate having to explain myself of why it won't work but here goes.

    To do this, I would need to use the if statement "if hit box connects" so its going to need atleast one hit box or slash to activate it. HOWEVER, I want forward smash to be a ONE hit slash if it is not charged by up taunt. If I do it like the way you just stated then it will cause forward smash to have TWO hits when its not charged by up taunt.
    The only way your idea would work is if the first slash is related to octoslash. It was related before (in the version that is currently released) but not anymore since an uncharged side smash slash animation is completely different than the first slash of octo-slash (I made two new animations). I'm not sure if this is making sense to you guys. :-/


    I already have forward smash done since last night. It only does ONE hit slash when its not charged by uptaunt and it does octoslash when it is charged by up taunt. Both animations are completely different and unrelated.

    « Last Edit: September 12, 2011, 08:46:03 AM by DivineOverlord » Logged

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    « Reply #3353 on: September 12, 2011, 08:33:30 AM »


    Do see my last PM since i needing  help with change PkFire to a other GFX on Lucas
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    « Reply #3354 on: September 12, 2011, 08:52:29 AM »


    Do see my last PM since i needing  help with change PkFire to a other GFX on Lucas

    oh so you just need a Yellow Halo graphic, you can use Zelda's Flor start model and set the y-scale to 0 to make a yellow halo graphic. There's probably other ways too but I'd have to check lol...oh or maybe even the smash ball model could work by making the ball in the center invisible XD
    « Last Edit: September 12, 2011, 08:55:52 AM by DivineOverlord » Logged

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    « Reply #3355 on: September 12, 2011, 09:39:21 AM »


    Hey DO. I was wondering if you fixed that problem with the B attacks? Like i think it would be great if the B attacks that charge up will go through the opponent after the second charge. i mean wouldnt it be pointless if Sephiorth was able to charge up his black materia and fires it at someone, only for them to just attack it and completely negate it? I would say the same for the Down B on the ground.

    I just want to know if this was done. i think that would improve his skills just a bit more.
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    « Reply #3356 on: September 12, 2011, 09:46:06 AM »


    Hey DO. I was wondering if you fixed that problem with the B attacks? Like i think it would be great if the B attacks that charge up will go through the opponent after the second charge. i mean wouldnt it be pointless if Sephiorth was able to charge up his black materia and fires it at someone, only for them to just attack it and completely negate it? I would say the same for the Down B on the ground.

    I just want to know if this was done. i think that would improve his skills just a bit more.

    fixed that last night.  I mainly followed this


    Damage.

    AAA, can be left alone.

    Side tilt, 13% if all hits hit.

    Down tilt, I'd say leave it as is.

    Up tilt, same.

    Dash attack, maybe 7%.

    Side smash, no sweetspot at the tip, 8% or 9%, kills Mario at 155% and charges like normal, no new attack for the full charge smash attack, it just gets as powerful as a normal full charge smash gets... But... After an up taunt, it becomes Octoslash, after swapping the up taunt to side taunt, and making the wing taunt turn on and off the wing, the new up taunt should be a charging taunt, he charges for about 3 seconds, or 3 in a half, just a bit less then SDo0m's Cloud's... After the charge, he can do Octoslash, this would have 5 slashes, if the first hit misses though... Well, think of his side tilt, but less lag.

    If it hits, it should do about what it does now, maybe just a bit more, and be so fast slashing, the foe can't get out, and on the fifth slash, any part of the blade would kill at about 110%. The reason behind this, is to give the Final Fantasy series it's own gimmick, like how all Fire Emblem characters have a counter. Something like this idea can also be done for Tidus, and Diabolos.

    Up smash, leave it be damage wise, however knock back wise, it should kill Mario at 120%, the hit box... Maybe should stay out a bit longer? This way it can be a dodge roll punishing kill move, since Sephiroth will be vulnerable from behind... I want this to be a bit of a mind game kill move, make the foe SO sure they can get behind him... Then BAM! Killed by up smash. 

    Also, the animation needs editing, so the sword is right in front of him when the move starts, part of it's problem is the odd hitbox it has...

    Down smash, 16%, and should be able to kill Mario at 110%, nerf the hit box range downward, but otherwise leave it as is, it makes a good spot dodge punishing kill move. And edge guard kill move.

    Forward air, no sweet spot damage, just strictly 6%, or 7% for all parts of the blade, this way if spammed, it would only do 3% or 4% damage, thanks to stale moves.

    Neutral air, no tipped sweet spot, and little kill power, 11% damage if both hits hit.

    Up air, 17% damage if all hits hit.

    Down air, leave the damage as is, however, there should be a sweet spot right at the center... The knock back should kill Mario un-sweet spotted at 145%. But at the center, 115%.

    Back air... We'll wait until the actual attack has been made, if it's like I want it, slow, but has a lot of knock back... 16%.

    Neutral B ground, uncharged, 6%, level two, 11% damage, level three, 22%. It also needs to not be canceled if it hits a foe's attack... It should go through the foe's attacks. However knock back wise, leave it as is, level three is hard as heck to hit with anyway.

    Neutral B air, 37%, with no kill power at all, it shouldn't even be able to kill Jigglypuff at 999% damage.  Also, it should allow A moves to be used after it's used, but no B button moves, Hollow did this coding for side and down B air before, so it's possible.

    Side B ground, leave it as is, but adjust the hit box to make it more reliable.

    Side B air, it can at the moment deal 18% if all hits hit... But I'd say leave it be, because not all hits are gonna likely hit, plus the move is unsafe to spam. It makes a good cross up move.

    Up B, maybe 10%? And no sweet spot, it should be able to kill Mario at 140%, it should also have a tad bit more start up perhaps... And slower rising speed, like in Dissidia.

    Down B ground, level one charge, leave it be, level two, it can deal 18%... Perhaps 15%? Level three, at the moment can deal 32%, this should be 30%, I take back what I said about it earlier, since it can be DI'd out of, it's only broken in a stage with a ceiling. But it's still avoidable.

    Down B air, give the third hit more knock back, and if possible, make the hits come out faster. Or more hit stun, so the foe doesn't shield out of it even if it hits them.

    Final smash... Well, there should be for now only one, this would save file space... It should be Hollow's final smash, since it looks the best out of the two, also, it should deal really high damage, but not kill in one hit... I'd say it could deal 150% damage, but not kill.

    And his air movement being reduced, even SDo0m agreed here with me. He has too much air control, make it less good, like Ike's, or something, but keep his fall speed the same.

    These changes would finish him o




















    I made a new down throw animations and back air lol
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    « Reply #3357 on: September 12, 2011, 09:55:50 AM »


    lol well i think that's great. i hope he gets finished soon.
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    « Reply #3358 on: September 12, 2011, 10:00:51 AM »


    lol well i think that's great. i hope he gets finished soon.

    haha im done. the new down throw is soo [censored]ing cool lol Awesome Face

    now all i have to do is re-make the other versions ughhhhhhh its gonna take me awhile but I should be done today.
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    « Reply #3359 on: September 12, 2011, 10:03:45 AM »


    So, in other words, for it to work the way I said (after the utaunt, if first slash connects, it'd hit with the other 4 hits, and if it doesn't connects, it'd go back to being the normal fmash after getting back in position from not connecting the slash), the first slash of the normal fsmash would need to be the same first slash of the octaslash? If this is what you're saying, I'm fine with it, it could work out somehow, OR, we could have the normal fsmash be 2 slashes like Link's and that'd also make octaslash work the way I said?
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