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Author Topic: KH2/FF7/DIS Sephiroth V5.1 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues  (Read 821826 times)
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    « Reply #825 on: May 01, 2011, 01:59:54 AM »


    Wow I'm surprised you guys you guys only just realised the turn grab.  I'd realised it a while ago, and thought it was deliberate so I said nothing. 

    Although one thing that urked me about v2.9 was how he doesn't turn in his TurnRun.  It looks really unnatural how he just slides back then instantly flips in the other direction.
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    « Reply #826 on: May 01, 2011, 05:37:38 AM »


    Lol, yeah. I believe it's called "Buffered Pivot Grab"
    Yup, I believe that's indeed what it's called, it's really useful for characters like Yoshi, since they forgot to add as much end lag to it in Brawl. Tongue

    Wow I'm surprised you guys you guys only just realised the turn grab.  I'd realised it a while ago, and thought it was deliberate so I said nothing. 

    Although one thing that urked me about v2.9 was how he doesn't turn in his TurnRun.  It looks really unnatural how he just slides back then instantly flips in the other direction.
    Yeah, the run turn is odd... But I didn't say anything about it, because I figured they would fix it later...

    Also...

    Honestly, I found out about that Pivot Grab oddity awhile back, but forgot about it... It's actually been around since Hollow's.
    <_>;

    And, say SDo0m, was my feedback in the last post okay? Do you think forward air needs more end lag? And well, Hell's Gate too maybe.
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    « Reply #827 on: May 01, 2011, 05:46:01 AM »


    Yup, I believe that's indeed what it's called, it's really useful for characters like Yoshi, since they forgot to add as much end lag to it in Brawl. Tongue
    Yeah, the run turn is odd... But I didn't say anything about it, because I figured they would fix it later...

    Also...

    Honestly, I found out about that Pivot Grab oddity awhile back, but forgot about it... It's actually been around since Hollow's.
    <_>;

    And, say SDo0m, was my feedback in the last post okay? Do you think forward air needs more end lag? And well, Hell's Gate too maybe.

    Well I agree with a lot of it, but since this ain't my PSA it's kinda hard for me to judge the feedback.  It's really down to whether DO and Hollow find it useful.

    Another thing I noticed about the Down B is that the top half of the flaming pillars don't hit.  I used it when there was a CPU above me on a platform and it didn't hit them.
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    « Reply #828 on: May 01, 2011, 05:49:33 AM »


    Well I agree with a lot of it, but since this ain't my PSA it's kinda hard for me to judge the feedback.  It's really down to whether DO and Hollow find it useful.

    Another thing I noticed about the Down B is that the top half of the flaming pillars don't hit.  I used it when there was a CPU above me on a platform and it didn't hit them.
    *Snaps fingers* OH! That's something else that bugs the crap out of me, the only one that hits higher, is the level two charge, which in my opinion is the best one out of the charges, since, it traps the best, hits high, and covers both sides well.
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    « Reply #829 on: May 01, 2011, 09:20:29 AM »


    *Snaps fingers* OH! That's something else that bugs the crap out of me, the only one that hits higher, is the level two charge, which in my opinion is the best one out of the charges, since, it traps the best, hits high, and covers both sides well.

    I've always known that the Down B fire pillar didn't hit to the top. I had it only hit the latter part so that it isn't OPed.
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    « Reply #830 on: May 01, 2011, 09:32:55 AM »


    I don't like the way the top doesn't hit, either. Should I shorten the fire column?
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    « Reply #831 on: May 01, 2011, 09:34:35 AM »


    The turn run thing is my fault. D: I added to many frames to the beginning I think it was.
    I'll fix it in a bit. (I just woke up)

    I don't like the way the top doesn't hit, either. Should I shorten the fire column?
    Can't you make the hitboxes taller? Or something...?
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    « Reply #832 on: May 01, 2011, 09:38:00 AM »


    I don't like the way the top doesn't hit, either. Should I shorten the fire column?

    lol why do it the easy way?...its better to make the hit boxes go up higher I guess.
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    « Reply #833 on: May 01, 2011, 10:01:29 AM »


    This Sephiroth hack sucks.



    I think this project has almost reached perfection. But that's just me.
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    « Reply #834 on: May 01, 2011, 10:07:32 AM »


    ^ lol. There's no perfect PSA. But, with continued effort we can get close to it. However, the main thing that is bothering me is how Sephiroth continues to go in to marth's default wait pose after his Normal A attacks. It's like there's a default system command that makes characters go into change action 0 after normal attacks once the animation ends.
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    « Reply #835 on: May 01, 2011, 10:11:41 AM »


    ^ lol. There's no perfect PSA. But, with continued effort we can get close to it. However, the main thing that is bothering me is how Sephiroth continues to go in to marth's default wait pose after his Normal A attacks. It's like there's a default system command that makes characters go into change action 0 after normal attacks once the animation ends.

    *british* now now sire. surely you or your co-helpers will solve this mystery. yes. yes you will. lol *normal* sorry.
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    « Reply #836 on: May 01, 2011, 10:13:52 AM »


    lol why do it the easy way?...its better to make the hit boxes go up higher I guess.
    I just had an idea... No idea if it's possible, but I have two ideas, one, the level one charge has more end lag then the other charges, two, now this is the one I have no idea if it's possible... But, is there a way to make it so, the higher you are in the fire, the easier to directional influence out of it is?

    I don't know... Just throwing ideas out there. Tongue
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    « Reply #837 on: May 01, 2011, 10:14:52 AM »


    *british* now now sire. surely you or your co-helpers will solve this mystery. yes. yes you will. lol *normal* sorry.
    lol

    ^ lol. There's no perfect PSA. But, with continued effort we can get close to it. However, the main thing that is bothering me is how Sephiroth continues to go in to marth's default wait pose after his Normal A attacks. It's like there's a default system command that makes characters go into change action 0 after normal attacks once the animation ends.

    Divine, is there actually something making him go into Marth's wait animation or is it just the end of the animations that transition into it?
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    « Reply #838 on: May 01, 2011, 10:17:12 AM »


    lol

    Divine, is there actually something making him go into Marth's wait animation or is it just the end of the animations that transition into it?

    I'm not sure. there's nothing in the PSA telling it to go into marth's default wait pose and there's no animation in the motion file that is related to marth's default wait pose. I'm guess its something system wise that's making it happen. I wonder if it can somehow be hexed to correct it.
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    « Reply #839 on: May 01, 2011, 10:21:55 AM »


    I'm not sure. there's nothing in the PSA telling it to go into marth's default wait pose and there's no animation in the motion file that is related to marth's default wait pose. I'm guess its something system wise that's making it happen. I wonder if it can somehow be hexed to correct it.
    So, his animations don't end with his standing pose at the last frame in BrawlBox?
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