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Author Topic: KH2/FF7/DIS Sephiroth V5.1 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues  (Read 1005903 times)
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    « Reply #450 on: April 16, 2011, 07:31:37 PM »


    Sephiroth Side-B isnt as strong as Zelda so, DON'T do that

    alrighty, I probably can release version 2.6 tomorrow when my brother comes home. since he has my sensor bar..

    K, thanks Grin
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    « Reply #451 on: April 16, 2011, 08:19:52 PM »


    alrighty, I probably can release version 2.6 tomorrow when my brother comes home. since he has my sensor bar..
    You should see about getting a classic controller, that way you wont completely need a sensor bar, for menu purposes anyway.
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    « Reply #452 on: April 16, 2011, 09:02:06 PM »


    Or just get BootMii
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    « Reply #453 on: April 17, 2011, 12:03:03 AM »


    Using caps won't change anything Malkior.

    Have it free fall, it'll be more balanced that way.
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    « Reply #454 on: April 17, 2011, 11:50:03 AM »


    Well if you want do it for Normal Seph.

    Just DON'T do it for the OP version
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    « Reply #455 on: April 18, 2011, 01:08:20 AM »


    Status update: Start

    I was trying to make his final smash to be similar to Dissidia and have succeeded. However, since it is  super smash bros. brawl (being a 2-dimensional game) the final smash camera doesn't look right in stages that have obstacles in the way, like hyrule temple because they get in the way of the camera.

    here are some pics just for spoilers.







    Those were just spoiler pics but I cant have it as a final smash unless I can somehow turn the buildings or other fixed matter invisible when he uses his final smash. XD

    So, right now, Sephiroth still has he current two final smash as you all know.

    I have polished his animations and it's a lot better now. I just need to fix up is side tilt attack and I'll release version 2.6. By the way, anyone have ideas for attack air N?

    Oh, I manage to give him end lags that flow really smoothly. + a lot of new animations


    Status update: End
    « Last Edit: April 18, 2011, 01:09:27 AM by DivineOverlord » Logged

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    « Reply #456 on: April 18, 2011, 01:21:04 AM »


    This sounds great. Exciting stuff. : D
    For his NAir attack he should hit his opponent further into the air.

    Oh and how long do you think it will be?
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    « Reply #457 on: April 18, 2011, 07:07:51 AM »


    That FS looks AMAZING! Release it on an alternated version for people that play on flat stages like me. o_o

    What did you changed his Ftilt to? As much as the first one was a bit "OP", it was a nice attack imo, but, I don't mind if it was changed, either. XD
    « Last Edit: April 18, 2011, 07:10:56 AM by Wolfric » Logged


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    « Reply #458 on: April 18, 2011, 09:24:42 AM »


    Status update: Start

    I was trying to make his final smash to be similar to Dissidia and have succeeded. However, since it is  super smash bros. brawl (being a 2-dimensional game) the final smash camera doesn't look right in stages that have obstacles in the way, like hyrule temple because they get in the way of the camera.

    here are some pics just for spoilers.

    *Insert badass final smash here*

    Those were just spoiler pics but I cant have it as a final smash unless I can somehow turn the buildings or other fixed matter invisible when he uses his final smash. XD

    So, right now, Sephiroth still has he current two final smash as you all know.

    I have polished his animations and it's a lot better now. I just need to fix up is side tilt attack and I'll release version 2.6. By the way, anyone have ideas for attack air N?

    Oh, I manage to give him end lags that flow really smoothly. + a lot of new animations


    Status update: End

    The final smash looks pretty neat from the pictures... I have a feeling pictures don't do it justice.

    As for neutral air... Well, I have an idea, but... I just hope it wouldn't be broken...
    <a href="http://www.youtube.com/watch?v=463JY-_sN0A" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=463JY-_sN0A</a>

    At around 3:30, he spams a move where he says "Dodge this!"... I know that's more a ground move, but it kinda fits as a neutral air... The problem is, it's kinda... Well, has a lot of range, is quick, and has little cool down, so this would change, I feel like it should have some start up lag, no knock back growth, but some nice base knock back, so it wouldn't be chainable... Maybe somewhat an upward angle knock back? Some nasty end lag, and landing lag, so this would be dangerous to use off stage...

    I just hope that's a usable idea...
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    « Reply #459 on: April 18, 2011, 09:29:30 AM »


    The final smash looks pretty neat from the pictures... I have a feeling pictures don't do it justice.

    As for neutral air... Well, I have an idea, but... I just hope it wouldn't be broken...
    http://www.youtube.com/watch?v=463JY-_sN0A
    At around 3:30, he spams a move where he says "Dodge this!"... I know that's more a ground move, but it kinda fits as a neutral air... The problem is, it's kinda... Well, has a lot of range, is quick, and has little cool down, so this would change, I feel like it should have some start up lag, no knock back growth, but some nice base knock back, so it wouldn't be chainable... Maybe somewhat an upward angle knock back? Some nasty end lag, and landing lag, so this would be dangerous to use off stage...

    I just hope that's a usable idea...



    That move looks like it has more range than Fair. <<;
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    « Reply #460 on: April 18, 2011, 09:38:30 AM »


    That move looks like it has more range than Fair. <<;
    Hm... I guess you're right... Well, what other ideas are there? That was the only move I could think of for a neutral air...

    I was hoping if it had some VERY nasty start up, and end lag it could work...
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    « Reply #461 on: April 18, 2011, 09:42:30 AM »


    Hm... I guess you're right... Well, what other ideas are there? That was the only move I could think of for a neutral air...

    I was hoping if it had some VERY nasty start up, and end lag it could work...


    Nairs are normally not so slow, they're all actually a kinda fast move. You COULD stick with Marth's one, it fits very well in my opinion, 'til a new idea arises. (I'm actually thinking what could be his Nair, either way, too.)
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    « Reply #462 on: April 18, 2011, 09:52:32 AM »


    Nairs are normally not so slow, they're all actually a kinda fast move. You COULD stick with Marth's one, it fits very well in my opinion, 'til a new idea arises.
    Hm... But my problem is, I hate it when a PSA keeps a move that's the same as the original character... It just seems like it would make the PSA less polished looking, and honesty... His neutral air now has about as much range as the one from that video, plus Sephiroth's current one covers both sides, this one would be more in the below him, and above him... I don't know though, I guess it would be odd...

    (Although, Ike's end lag from his neutral air is enough to kill him if done wrong, his forward air is safer to use off stage... I was thinking the same could be done to Sephiroth, if done off stage, and if it misses, it would leave him WIDE open... Or just fall to his doom... I was thinking the hit box would only last a little tiny bit, then the rest is the ending lag.)
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    « Reply #463 on: April 18, 2011, 10:26:01 AM »


    Oh wow, I'm really wondering what the F-smash would animate like. Sephiroth's Dissidia EX Burst attack is awesome, and this'd be really cool if you actually did it right. But now you gotta think of a way to get by the bad camera angles on terrain...

    I'm just throwin' ideas out here cause I'm not sure what would work. But what if his final smash hit them way up in the air first? Y'know, to get the opponent and Sephiroth away from the stage terrain. If it's possible, why not make double sure and just propel both Sephiroth and his opponent(s) really really high up, out of the normal boundaries. Would the camera still work up there for a Final Smash? I wonder if it would be safe to assume everyone who uses these PSAs would also have a limitless camera code.

    Even if it did work, there's a few other problems that'd probably arise. Such as the final smash being a one-hit kill from any amount of damage if they were launched from that high up. But maybe you could make it hard to connect with, some start up lag for the attack for example, but it has a decent range. Kinda like Captain Falcon's F-Smash

    Actually come to speak of it, Captain Falcon's Smash is very much like what you're trying to achieve. It's cinematic, and always out of the stage on a flat road so that it looks the same every time. Maybe that's worth looking into if you could incorporate that into the PSA somehow, just to get some random airspace for your final smash so that terrain doesn't get in the way of how it looks. And if it works the same way (damage/knockback-wise), then people wouldn't be KO'd from the get-go. Which is another good thing.

    As for the Nair, I have a simple suggestion. Neutral airs aren't usually that flashy. You could have him just do a double swipe. I believe that's already similar to what Marth has at the moment.

    For example,

    <a href="http://www.youtube.com/watch?v=l6ZaSipHuO4" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=l6ZaSipHuO4</a>


    The best time to see what I'm talking about with be at 2:30. The double swipe just before he gets engulfed in flames would make for a neutral that keeps things simple, but is still one of Sephiroth's standard moves. You could make the hitbox reach a little bit behind him, but the idea is to keep that crazy range he has limited somehow, so that Sephiroth players don't start spamming neutral airs to encompass all living things around him :C

    I'm also really excited to see what else you've done with the animations/end lag stuff!
    « Last Edit: April 18, 2011, 10:35:03 AM by Link3Kokiri » Logged

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    « Reply #464 on: April 18, 2011, 10:34:14 AM »


    Oh wow, I'm really wondering what the F-smash would animate like. Sephiroth's Dissidia EX Burst attack is awesome, and this'd be really cool if you actually did it right. But now you gotta think of a way to get by the bad camera angles on terrain...

    I'm just throwin' ideas out here cause I'm not sure what would work. But what if his final smash hit them way up in the air first? Y'know, to get the opponent and Sephiroth away from the stage terrain. If it's possible, why not make double sure and just propel bother Sephiroth and his opponent(s) really really high up, out of the normal boundaries. Would the camera still work up there for a Final Smash? I wonder if it would be safe to assume everyone who uses these PSAs would also have a limitless camera code.

    Even if it did work, there's a few other problems that'd probably arise. Such as the final smash being a one-hit kill from any amount of damage if they were launched that high up. But maybe you could make it hard to connect with, some start up lag for the attack for example, but it has a decent range. Kinda like Captain Falcon's F-Smash

    Actually that reminds me. Captain Falcon's Smash is very much like what you're trying to achieve. It's cinematic, and always out of the stage on a flat road so that it looks the same every time. Maybe that's worth looking into if you could incorporate that into the PSA somehow. If just to get some random airspace for your final smash so that terrain doesn't get in the way of how it looks. And if it works the same way damage/knockback-wise then people wouldn't be KO'd from the get-go.

    As for the Nair, I have a simple suggestion. Neutral airs aren't usually that flashy. You could have him just do a double swipe. I believe that's already similar to what Marth has at the moment. For example, http://www.youtube.com/watch?v=l6ZaSipHuO4#t=2m10s

    The best time to see what I'm talking about with be at 2:30. The double swipe just before he gets engulfed in flames would make for a neutral that keeps things simple but is still one of Sephiroth's standard moves. You could make the hitbox reach a little bit behind him, but the idea is to keep that crazy range he has limited somehow, so that Sephiroth players don't start spamming neutral airs to encompass all living things around him :C

    I'm also really excited to see what else you've done with the animations/end lag stuff!


    Hmm, that Nair could work, adding it a bit more range than Marth's on the front and less on its back, yeah, or just not hit his back at all, there ar eplenty that only hit the front on vBrawl.

    I actually like those ideas regarding the "How-to" fix the FS he's done.
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