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Author Topic: KH2/FF7/DIS Sephiroth V5.1 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues  (Read 971323 times)
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Tasty Pumpkin Clock
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    « Reply #1050 on: May 07, 2011, 04:39:20 PM »


    Lol, you spoiled all the people in the request section.

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    OmegaMalkior
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    Back to normal.

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    « Reply #1051 on: May 07, 2011, 04:53:38 PM »


    oh I see. You could have waited for the revamp op and OG versions I will make.

    Hmmm... K then, I'll wait.

    Lol, you spoiled all the people in the request section.

    So true xD

    ?

    Almost everyone in the request section is ignored. I don't know why but they always are.
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    « Reply #1052 on: May 07, 2011, 04:59:33 PM »


    What does that have to do with me??
    « Last Edit: May 07, 2011, 05:03:01 PM by Apprentice Of Death » Logged

    DivineOverlord
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    « Reply #1053 on: May 07, 2011, 05:01:06 PM »


    What does that have to do with me??


    I'm lost too lol
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    « Reply #1054 on: May 07, 2011, 05:06:15 PM »


    So true xD

    I'm dumb. What's true??
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    Hollow
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    « Reply #1055 on: May 07, 2011, 06:00:29 PM »


    Yay! I got my internet back on. Still have no idea what the hell was wrong with it, though.
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    « Reply #1056 on: May 07, 2011, 06:10:57 PM »


    Can we get a vid Preview hollow?
    First of all, I can't make videos.
    Second of all, a preview of what? My Sephy? I barely made any changes to him yet.
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    « Reply #1057 on: May 08, 2011, 02:50:32 AM »


    Hey... I just got an idea out of nowhere... For a victory pose for Sephiroth.

    <a href="http://www.youtube.com/watch?v=Om1t-AIrgUo" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=Om1t-AIrgUo</a>


    At 7:12 in this video... THAT would be REALLY fitting for one of his victory poses... Heck, the dash attack could be modeled after the running attack he does in that fight.
    « Last Edit: May 08, 2011, 02:55:50 AM by _Data_Drain_ » Logged


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    « Reply #1058 on: May 08, 2011, 07:51:08 AM »


    I could make the victory pose and sent to you guys.
    But for the moment I'm endless listening to a perfectly looped brst of this.

    <a href="http://www.youtube.com/watch?v=aJcP9IpgMIc" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=aJcP9IpgMIc</a>
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    Puraidou
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    « Reply #1059 on: May 08, 2011, 08:06:12 AM »


    If thats the song you said you looped and wanted to release then release it already. I said i wantd it! DX
    Lol, phone post >_>"
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    « Reply #1060 on: May 08, 2011, 08:06:52 AM »


    If thats the song you said you looped and wanted to release then release it already. I said i wantd it! DX
    Lol, phone post >_>"
    Really? Didn't see it. Hang on, I'll get a link.
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    « Reply #1061 on: May 08, 2011, 08:09:20 AM »


    Pm it to me if ucan, i can't grab it till later tonight..
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    « Reply #1062 on: May 09, 2011, 06:42:01 PM »


    This Sephiroth looks like it has the potential to be something great. A few suggestions:
    For the downB, use the fire columns from Hollow's Sephiroth's DownB. Overpowered/Godly versions should charge faster.

    Fsmash's first hit could stand to have a bit more hitstun, especially in the overpowered/godly versions. Overpowered/godly versions also need less endlag on Fsmash and Ftilt.

    DSmash ought to use the same graphic effect as DAir.

    NeutralB Meteor ought to have a bit of cool animation when it appears. It looks wierd having it suddenly appear in mid-air. Super Armour would also be good during the meteor's descent, to prevent awkward interrupts. It looks really strange to have a frickin' METEOR just vanish from sight because the one who summoned it got hit. OP/OG versions should charge faster.

    Supernova has a graphical glitch where it happens backwards (screen starts all yellow (in the foreground, no less), then the yellow fades to just being a circle in the center) when the character is facing the wrong direction. Also, the explosion GFX is too small, and it looks messed up. You may wanna fix that. (Just have the character automatically face the right direction when you use it.)

    I like how he warps for rolling dodge and sidestep dodge. Few things, though:

    Invulnerability should start a bit later into the warping animation, and should end a bit later in the re-entry animation. OP versions should be able interrupt earlier in the re-entry animation. Warp distance on all versions could use a slight increase, as well. Also, it would be nice if the name/player tag disappeared while Sephy is invisible.

    Spotdodge could stand to have the invulnerability start a bit later into the warping animation, and he should stay invisible for slightly longer, rather than reappearing instantly. OP versions should be able to interrupt earlier in re-entry, and should stay invisible (and thus invulnerable) for longer.

    For all dodges, Sephy reverts to his old idle pose just before the warp. Such a minor detail, but it ruins an otherwise perfect animation! Should be an easy fix, though.

    Another thing: overpowered and godly versions don't have invincibility from up taunt as you have advertised.

    There's my two cents, for those who care. This PSA definitely has promise, though.
    « Last Edit: May 09, 2011, 06:47:14 PM by JamietheAuraUser » Logged


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    « Reply #1063 on: May 09, 2011, 06:59:07 PM »


    For all dodges, Sephy reverts to his old idle pose just before the warp. Such a minor detail, but it ruins an otherwise perfect animation! Should be an easy fix, though.
    I had made an animation that transitioned into the Wait pose, but they got rid of it for some reason. I'll add it in my version.
    Which, by the way is coming along very nicely.
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    Tasty Pumpkin Clock
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    « Reply #1064 on: May 09, 2011, 07:06:22 PM »


    This Sephiroth looks like it has the potential to be something great. A few suggestions:
    For the downB, use the fire columns from Hollow's Sephiroth's DownB. Overpowered/Godly versions should charge faster.

    Fsmash's first hit could stand to have a bit more hitstun, especially in the overpowered/godly versions. Overpowered/godly versions also need less endlag on Fsmash and Ftilt.

    DSmash ought to use the same graphic effect as DAir.

    NeutralB Meteor ought to have a bit of cool animation when it appears. It looks wierd having it suddenly appear in mid-air. Super Armour would also be good during the meteor's descent, to prevent awkward interrupts. It looks really strange to have a frickin' METEOR just vanish from sight because the one who summoned it got hit. OP/OG versions should charge faster.

    Supernova has a graphical glitch where it happens backwards (screen starts all yellow (in the foreground, no less), then the yellow fades to just being a circle in the center) when the character is facing the wrong direction. Also, the explosion GFX is too small, and it looks messed up. You may wanna fix that. (Just have the character automatically face the right direction when you use it.)

    I like how he warps for rolling dodge and sidestep dodge. Few things, though:

    Invulnerability should start a bit later into the warping animation, and should end a bit later in the re-entry animation. OP versions should be able interrupt earlier in the re-entry animation. Warp distance on all versions could use a slight increase, as well. Also, it would be nice if the name/player tag disappeared while Sephy is invisible.

    Spotdodge could stand to have the invulnerability start a bit later into the warping animation, and he should stay invisible for slightly longer, rather than reappearing instantly. OP versions should be able to interrupt earlier in re-entry, and should stay invisible (and thus invulnerable) for longer.

    For all dodges, Sephy reverts to his old idle pose just before the warp. Such a minor detail, but it ruins an otherwise perfect animation! Should be an easy fix, though.

    Another thing: overpowered and godly versions don't have invincibility from up taunt as you have advertised.

    There's my two cents, for those who care. This PSA definitely has promise, though.

    I agree with everything except for the down smash and aerial down smash having the same animation, I think they should stay different.
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