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Author Topic: KH2/FF7/DIS Sephiroth V5.1 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues  (Read 814999 times)
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DivineOverlord
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    « Reply #3360 on: September 12, 2011, 10:11:23 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?

    yeah but I already made a new slash animation based off dissidia, i don't wanna go back and work on forward smash again when I already finished it. XD
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    « Reply #3361 on: September 12, 2011, 12:43:31 PM »


    yeah but I already made a new slash animation based off dissidia, i don't wanna go back and work on forward smash again when I already finished it. XD
    Alright, I think I have a compromise, maybe Octoslash can have some end lag, or heck, the actual move had start up lag in Dissidia, so that might work out alright... This way, you still have to be careful when you use it?

    At least that seems like an okay idea... Since you would have to kinda play mind games with your foe, it could also do less shield damage then it does normal damage? This way, it won't break a shield instantly.
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    « Reply #3362 on: September 12, 2011, 01:03:26 PM »


    Alright, I think I have a compromise, maybe Octoslash can have some end lag, or heck, the actual move had start up lag in Dissidia, so that might work out alright... This way, you still have to be careful when you use it?

    At least that seems like an okay idea... Since you would have to kinda play mind games with your foe, it could also do less shield damage then it does normal damage? This way, it won't break a shield instantly.

    Meh, I was picturing the move to be OP, like, if the first connects, the opponent needed to fear for his stock.
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    « Reply #3363 on: September 12, 2011, 01:41:29 PM »


    Meh, I was picturing the move to be OP, like, if the first connects, the opponent needed to fear for his stock.
    True... But it would still deal high damage, and still kill at low percentages... Hm...

    Man... Now I feel bad for wanting the normal forward smash to be different...
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    « Reply #3364 on: September 12, 2011, 02:27:38 PM »


    i think actually i might revamp my custom made b-air for sephiroth. i kinda rushed a bit so yeah...and also sorry to delay but i may not work on it till this friday or the weekend or whenever i have free time.
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    « Reply #3365 on: September 12, 2011, 04:18:49 PM »


    I'm gonna release version 5.0 tonight. I won't be updating this again for a long time lol I'll release it as "Final Version?"
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    « Reply #3366 on: September 12, 2011, 05:21:16 PM »


    wait if i recall correctly, did you say that you made a b-air for sephy already?
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    « Reply #3367 on: September 12, 2011, 06:36:16 PM »


    Did you change the Up Throw? High knockback, no knockback growth, low damage?
    Everything sounds good though...
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    « Reply #3368 on: September 12, 2011, 07:59:56 PM »


    wait if i recall correctly, did you say that you made a b-air for sephy already?

    yeah, i based it off the one you made, i just revamped the animation.


    Did you change the Up Throw? High knockback, no knockback growth, low damage?
    Everything sounds good though...

    it currently has a good amount knockback (in v4.4) u sure you want more?



















    version 5.0 released

    -use up taunt to activate Octo-slash as a side Smash otherwise he does one slash.

    -I revamped all animations
    -Edited hitboxes and damages
    -Made new back air, down throw, and octo-slash animations
    -more ++++
    « Last Edit: September 12, 2011, 08:53:46 PM by DivineOverlord » Logged

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    « Reply #3369 on: September 12, 2011, 09:55:35 PM »


    Okay, I notice Octoslash's charge taunt is too quick, it should be about 3 seconds... Although Octoslash is weaker then I expected too. Doing only 19% damage, and not killing until high percentages. XD

    He still has crazy air movement, since he can still weave back and forth... The jump height, and fall speed don't need changing, just the air control... Maybe make it like Ike's? Or Snake's?

    His up smash is still too weak, it needs more kill power I believe. It killed Mario, on Final Destination at about 140%, it should be 125% or so. It also has hardly any range at the top... It should be an anti air move honestly...

    The fire pillars can still be interrupted by another attack.

    Heartless Angel's damage boost is nice, but it would be nice if he could use A button aerials after it's animation is done, more so now then before, since the foe doesn't even flinch now, there for, even if you hit with it, you're not 100% safe.

    ...

    Okay, now I feel bad for finding some flaws in this version... Lets move onto some good points in this version, shall we?

    The new back air seems pretty nice actually, it's a bit harder to land then his other aerials, but has good kill power.

    The new back throw animation's pretty nice actually, he looks cool doing it now. Tongue

    The dash attack's animation looks much better. And the move itself is better now too.

    The new forward smash is great, it animates pretty well, and functions like I would have thought, nice work there. The only thing it needs, is a slight bit more kill power, maybe... Hm... It has slow start up... But it's pretty safe end lag wise... 125%? ...Again, I'm sorry I'm saying this needs one more change... When I said 155%, I was thinking based on the old one, the one that was near instant, and had damn good range. This new one though has way less range, but I like it SO much more then his old one. Just a little knock back fix, and it's all good.

    I see Hell's Gate got that power boost I wanted, nice, very nice.

    The hair looks a lot better now, good work there.

    It seems like most animation glitches were fixed, like AAA with his arm spinning, nice work taking care of that. Tongue

    Now, at first I thought down throw could infinite... But nah, it was just the CPU I was fighting at the time being dumb, it's a great set up throw, you can use AAA, although the second hit can be shielded, but you CAN use down tilt it seems, all and all, not bad, the animation's a little quick, but it looks alright.


    All and all, if someone else gets here, there should be a few more fixes, but, this is REALLY close to the VERY last version, I'd say one more update, and he's done.

    Edit: Erk... One of his win animations makes him move oddly... Like he slides, then pops back into place, then slides again... Rinse, repeat.
    « Last Edit: September 13, 2011, 04:15:48 PM by _Data_Drain_ » Logged


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    « Reply #3370 on: September 13, 2011, 02:02:15 AM »


    Nice! But I think you should upload an alternate finished version with the original forward smash as well.
    Also those tiny flaws Data mentioned... if those could be fixed then I think we're golden. Cheesy
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    Hmp... Very well. Let's do this.

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    « Reply #3371 on: September 13, 2011, 01:26:55 PM »



    Edit: Erk... One of his win animations makes him move oddly... Like he slides, then pops back into place, then slides again... Rinse, repeat.

    well that's a simple fix. Just go to the Win3Wait, go to the last frame and just put a negative sign in front of the number on the XRotN bone.
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    « Reply #3372 on: September 13, 2011, 02:28:54 PM »


    Alright... I tried my hand at fixing his air mobility... I think I did alright.
    http://www.mediafire.com/?ctx1ja2t59p5lv2
    In PSA, the changes start at "Air mobility"... I think the real problem was, the "Air stopping mobility", that was set originally to 6... And most normal characters have it at 00.1... So anyway, see what you all think of this.

    This by the way is the balanced version, with only Heaven's Light as an up B.


    I do feel the overpowered versions should keep that absurd air movement though. So this should only be three pacs to edit.
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    « Reply #3373 on: September 14, 2011, 01:48:42 AM »


    ^ I seee.



    by the way, why is there 2 dissidia games? theres one regular one and then there's the ducideum one. I was gonna buy it but I don't know why there's two versions @_@
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    « Reply #3374 on: September 14, 2011, 01:51:24 AM »


    ^ I seee.



    by the way, why is there 2 dissidia games? theres one regular one and then there's the ducideum one. I was gonna buy it but I don't know why there's two versions @_@
    Get Dissidia Duodecim, it's basically Dissidia 2.0.

    It further balanced the characters, and added a lot more content... Like... GILGAMESH!

    And is overall a better game.
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