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Author Topic: KH2/FF7/DIS Sephiroth V5.1 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues  (Read 821902 times)
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Albafika
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    « Reply #1725 on: June 20, 2011, 06:10:24 PM »


    Oh I asked BeyondYou if he can make a gauntlet and he said he will try it. XD

    But I told you Star'll make it. << >>
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    « Reply #1726 on: June 20, 2011, 06:14:44 PM »


    But I told you Star'll make it. << >>

    lets postpone the gauntlet mode till I release version 1...I just don't know what to put as UP B if I replace Ike's extra sword model with a gauntlet.
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    « Reply #1727 on: June 20, 2011, 06:18:04 PM »


    I tried that but his legs still try to touch the ground during the animation, only low kicks seem to work but not high kicks. :/...but its all good. we'll settle with Ice Moves XD...I have no clue what that weapon is that he uses to produce ice. lol

    well dante uses a three pronged set of non-chucks for the ice, if thats what you were talking about
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    « Reply #1728 on: June 20, 2011, 06:56:38 PM »


    Ummm... Side-B is infinite and almost all Aerials go into a T-Stance. Lol. I understand it's a beta.

    Just giving small feedback. And His recovering is way bad. He falls to fast. But still, it's epic =D
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    Albafika
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    « Reply #1729 on: June 20, 2011, 07:15:47 PM »


    Ummm... Side-B is infinite and almost all Aerials go into a T-Stance. Lol. I understand it's a beta.

    Just giving small feedback. And His recovering is way bad. He falls to fast. But still, it's epic =D

    Hollow, glad to see you're into PSA'ing, these concepts are awesome, and you totally nailed on the animations. Here's some feedback, though, to make it more fitting:


    I like the new Fsmash speed, but, that should be used for the full charged Fsmash only, it can kill on 80%.

    Up B needs a more slow startup, and its X movement have to be a bit longer.

    I noticed how when you die, and you're in the thingy floating, when you move, Sephy will fall in T-Pose. Same happens after Down B in air.

    Down B in air can be totally spammed, as in, you won't even move an inch down if you spam Down B, and its got a huge range. Its reach should have been more diagonally down, not horizontal, imo.

    Also, is Sephy heavier? After using Up B, he'd fall faster than Link when using his Dair and you're pressing down on the Control Stick. This falling speed should be edited.

    Edit: Side B, Sephy goes in T-Pose after using it, also, I think the traveling distance should be bigger, and have him free fall after it, making this move an alternated recovery, to grab ledges and stuff, among other things.

    Also, can't it be made so the attack slashes appear on the place Sephy "connects" with someone from *--------* being "*" Sephy's position before and after using the move, having the slashes appear over whoever Sephy touches in "-"? That's how this move should work, it'd be awesome if it was possible.

    EDIT 2: Wings need to be added for Down B Aerial and Side B aerial, also, after Fsmash, I notice the animations kinda mess for a mili second before getting him to his standing position.

    Great update, Hollow!
    I'd like to add this... When you fully charge his forward smash, it stays as Octoslash... Very very broken indeed... As Wolfric said, down B is unlimited in the air, as is Oblivion, you need to fix this... Badly... And his physics feel odd now... Too much air mobility, falls super fast, and runs far too fast... Heaven's light... As Wolfric said, is odd... It doesn't go high, and starts up too fast...

    Anyway, I'll give more feedback later...

    And everything Wolfric said is true.

    I've got to add, Fair is perfect as it is, imo. If you're changing his physics, try keeping Fair just as it is.

    Also, just noticed about Fmash, I didn't notice it was a normal Fsmash and then swapped to Octaslash after fully charged.

    I think Fsmash full charge needs to have 1 or 2 more seconds of charge, too.
    One more thing I need to add... Sephiroth's forward smash seems too fast... And the animation kinda has him float...

    Also, even with free fall, Oblivion is too... Fast, I'd say give it as much start up, and end lag it had in Dissidia.

    Also, he goes into T-Pose after starting to fall after atatcking with any aerial (A) attack, as well as Down B Aerial.

    @Oblivion: It'd be as much as Fox's side B for starting, I think?

    Everything was said. =P As for the Sprite, I'll see if I make it, but I'm not promising!
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    « Reply #1730 on: June 20, 2011, 07:16:25 PM »


    Hollow, glad to see you're into PSA'ing, these concepts are awesome, and you totally nailed on the animations. Here's some feedback, though, to make it more fitting: I like the new Fsmash speed, but, that should be used for the full charged Fsmash only, it can kill on 80%. Up B needs a more slow startup, and its X movement have to be a bit longer. I noticed how when you die, and you're in the thingy floating, when you move, Sephy will fall in T-Pose. Same happens after Down B in air. Down B in air can be totally spammed, as in, you won't even move an inch down if you spam Down B, and its got a huge range. Its reach should have been more diagonally down, not horizontal, imo. Also, is Sephy heavier? After using Up B, he'd fall faster than Link when using his Dair and you're pressing down on the Control Stick. This falling speed should be edited. Edit: Side B, Sephy goes in T-Pose after using it, also, I think the traveling distance should be bigger, and have him free fall after it, making this move an alternated recovery, to grab ledges and stuff, among other things. Also, can't it be made so the attack slashes appear on the place Sephy "connects" with someone from *--------* being "*" Sephy's position before and after using the move, having the slashes appear over whoever Sephy touches in "-"? That's how this move should work, it'd be awesome if it was possible. EDIT 2: Wings need to be added for Down B Aerial and Side B aerial, also, after Fsmash, I notice the animations kinda mess for a mili second before getting him to his standing position. Great update, Hollow!
    Alright. I fixed the DownB and SideB by adding 20 frames of end lag to each.
    I fixed UpB by slowing the start to 18 frames, and increasing the forward distance to 30, and increasing the max height to 75.
    Added wings to the two mentioned above.
    I believe I found the cause for the T-Pose. The In transition time for Fall was 8, and I set it back to 0.
    And the FSmash, I think I fixed it.
    Oh, the SideB, I got rid of the graphics, so it looks like the actual Oblivion. Also, sorry about the [censored]ty animation, I'm really not very good at it.
    About how fast do you want him to fall?
    Decreased Air Mobility.
    I can't really test it because my brother is on the wii right now. =\
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    « Reply #1731 on: June 20, 2011, 07:19:06 PM »


    Alright. I fixed the DownB and SideB by adding 20 frames of end lag to each.
    I fixed UpB by slowing the start to 18 frames, and increasing the forward distance to 30, and increasing the max height to 75.
    Added wings to the two mentioned above.
    I believe I found the cause for the T-Pose. The In transition time for Fall was 8, and I set it back to 0.
    And the FSmash, I think I fixed it.
    Oh, the SideB, I got rid of the graphics, so it looks like the actual Oblivion. Also, sorry about the [censored]ty animation, I'm really not very good at it.
    About how fast do you want him to fall?
    Decreased Air Mobility.
    I can't really test it because my brother is on the wii right now. =\

    Like, after doing Up B, he falls faster than normally, all by itself, check on that if you can, please.. I think his actual fall "could" stay for now, I mean, we've got to see if it'd fit after these improvements.

    And the animations are all nice, honestly, great work on 'em! It's just some PSA adjusts. =P
    « Last Edit: June 20, 2011, 07:20:03 PM by Cloudy » Logged


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    « Reply #1732 on: June 20, 2011, 07:23:03 PM »


    Like, after doing Up B, he falls faster than normally, all by itself, check on that if you can, please.. I think his actual fall "could" stay for now, I mean, we've got to see if it'd fit after these improvements. And the animations are all nice, honestly, great work on 'em! It's just some PSA adjusts. =P
    I mean, which character should I model his falling speed after?
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    « Reply #1733 on: June 20, 2011, 07:24:27 PM »


    I mean, which character should I model his falling speed after?

    Hmm... He should have Marth's freefalling speed after doing so, I assume.
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    « Reply #1734 on: June 20, 2011, 07:26:55 PM »


    Well, he has Marth's falling attributes right now.
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    « Reply #1735 on: June 20, 2011, 07:28:34 PM »


    Don't forget free fall after side, and down B.
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    « Reply #1736 on: June 20, 2011, 07:29:50 PM »


    Don't forget free fall after side, and down B.
    Do you want him in helpless fall after side and down B?
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    « Reply #1737 on: June 20, 2011, 07:31:11 PM »



    Don&#039;t forget free fall after side, and down B.
    Yeah, I agree, at least, after Side B he should be helpless. Down B should not let him use any other special, but let him able to use A attacks, if possible.
    Well, he has Marth&#039;s falling attributes right now.
    But for some reason, when entering helpess state after Up B, he falls slightly faster...
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    « Reply #1738 on: June 20, 2011, 07:45:59 PM »


    Okay, all fixed. (hopefully)

    http://www.mediafire.com/?gyq0fapni18l4d6
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    « Reply #1739 on: June 20, 2011, 07:54:02 PM »


    I hope that Dante PSA gets uploaded tonight,
    It's 9:53PM EST here.
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