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« Reply #2475 on: July 19, 2011, 05:29:55 AM » |
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His entry is supposed to be flashy
So is side B
I have no opinion on the meteor
I agree with down smash
Side tilt is fine.
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« Reply #2476 on: July 19, 2011, 05:34:05 AM » |
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His entry is supposed to be flashy
So is side B
I have no opinion on the meteor
I agree with down smash
Side tilt is fine.
Well... But I was just saying though... Other people were saying he has too many GFX...
Alright, the entry can stay the way it is...
Oblivion though... It's hits could match Dissidia's more perhaps, it wasn't as flashy there.
I was only saying Meteor's fire could be a normal GFX again, to free up space for Entei's fire for down B.
And I wonder... What would down smash look like with one light GFX? Can one be made taller, but the same width? I have no idea...
Edit: I'm just gonna post that feedback now... Warning, this is a huge list... Really huge... It should only be used for the final version of this move set... Hollow can look it over, because DO deserves a nice long break from this, he's already done a lot of nice work, so... Yeah, DO, good luck with whatever else you're working on. 
As for whoever is working on this PSA... You might want to copy and paste this feedback into a word pad... To make it easy to find again.
Also note, this is the weak version... All other version's GFX can be left alone.Moves and Physics:
Neutral air needs a TINY bit of end lag, and no kill power. Why do I say tiny bit? Well, it's not as usable as forward air on stage, but off stage it's a powerful gimping tool... So that's why I want the power nerf, it should be a damage dealer only. But the landing lag should be left as is. Since while it is a little spammable. It's not nearly as deadly as forward air on stage, it will mostly deal 4% damage...
I feel forward air needs landing lag, as much as his current back air. The reason is that some characters I don't think can get through forward air spam... Now, I haven't tried this on a player, but it seems on CPU it combos right into AAA... And in some cases forward smash? So, just a bit of landing lag should fix this.
The uncharged version of forward smash has a very long lasting hit box... This should be fixed I think.
You should be able to control Hell's Gate in the air. And it should have more ending lag, since if it was controllable as is... You could hop all over the place with a spammable move.
Back air can be a very slow slash, with an animation much like his HP Chase attack in Dissidia 012... This should be a kill move, with a LOT of start up lag, and I mean a lot. Like... If you short hop off the stage, you might have a hard time getting back to it... But in exchange, it could have little landing, and end lag.
Down smash shouldn't hit behind him. It looks a bit silly when it does.
Down and up smash should trade damage %. down smash should, once it's hit box is fixed, do 16% damage, where as up smash should do 13%, think about it, one will only hit one side, and have shorter range, the other hits both sides, and has a lot of range. So yeah. They should trade damage.
His up throw should have a high base knock back. But no knock back growth what so ever. A pure set up throw, nothing more, enough to send foes up to be able to get hit by either up air, or if they DI a bit, up tilt.
Forward throw... Well, it seems fine as is programming wise, although the electricity seems out of place.
Back throw... Well, Tormod's animation for it was very nice, that should be used in the final version, just slowed down.
The down throw should set up for tech chases. Like Mr. Game and Watch's down throw.
His air mobility is WAY too good! He has more then Wario! I tested this with them both side by side... Sephiroth can air dash dance. Also... He walks too fast, this should be slowed down, since he's... Well. A psycho killer.
GFX:
For side B, make the hit sparks smaller.
For Down B ground... Can you make the meteor fire look like it did in older versions? With just the normal fire GFX? Then replace down B with Entei's fire? Also... I wonder if down B should just have two levels of charge... The third one lacks use honestly. And it might look too busy with however many pillars there are... This is optional though.
You're already fixing down B air, so I think you'll make that look good, just make the GFX smallish.
Down smash... The dirt could be closer to where he hits the ground, and it could be more subtle...
Side tilt... Well, I like this as it is honestly, but just a touch smaller might work out alright, since it looks pretty much like how it does in Dissidia.
Pardon the recycled bits of this... But I didn't feel like writing everything again, just update my older feedback.
And... I am really really sorry for nitpicking so much... I blame my OCD... I hope I'm not being a pain...
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« Last Edit: July 19, 2011, 11:32:55 PM by _Data_Drain_ »
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« Reply #2477 on: July 19, 2011, 11:57:23 PM » |
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I really love a lot of things about this Sephiroth PSA. I think Datadrain pretty much got most of the major issues left with the PSA but I just have a few more nitpicks:
1) I think the graphics for the side B and the Aerial down B are too big and distracting right now
2) Certain moves, like his aerial down A are still too good.
3) In my opinion, the main move that needs to be changed is the Down throw. I really would love it if he slammed his opponent into the ground and then stabbed him with his sword. I think Mitsurugi does something similar in Soul Calibur if that helps.
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« Last Edit: July 20, 2011, 12:03:17 AM by Aafyre »
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« Reply #2478 on: July 20, 2011, 12:03:10 AM » |
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I really love a lot of things about this Sephiroth PSA. I think Datadrain pretty much got most of the major issues left with the PSA but I just have a few more nitpicks:
1) I think the graphics for the side B and the Aerial down B are too big and distracting right now
Yeah, I agree here, they should be smaller GFX, like I said, the hits on side B air should be like how they are in Dissidia, they're there. But you can see the foe much more.2) Certain moves, like his aerial down A are still too good.
This definitely. As seen in some videos... It can be a very powerful spike on stage, and has a lot of kill power. Like I said, end lag should fix that.3) In my opinion, the main move that needs to be changed is the Down throw. I really would love it if he slammed his opponent into the ground and then stabbed him with his sword. I think Mitsurugi does something similar in Soul Calibur if that helps.
Yeah, this sounds cool, and less flashy, but more badass... And Sephiroth like.
Plus it would work with the knock back change that was suggested. Since Sephiroth slams the foe down, and stabs them... This could make them floor bounce a slight bit, thus allowing him to tech chase.
Very good points Aafyre. 
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« Reply #2479 on: July 20, 2011, 12:05:56 AM » |
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Thanks very much  . Also, if this hasn't been brought up yet, his aerial down A spikes characters in water stages without killing himself. That might be a little unfair since it's so fast and easy to hit.
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« Reply #2480 on: July 20, 2011, 12:10:49 AM » |
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Thanks very much  . Also, if this hasn't been brought up yet, his aerial down A spikes characters in water stages without killing himself. That might be a little unfair since it's so fast and easy to hit. Yeah, it's pretty crazy on Pirate Ship... Although, I wonder how one could fix this? Maybe a bit more start up time on the move?
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« Reply #2481 on: July 20, 2011, 06:36:55 PM » |
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Yeah, it's pretty crazy on Pirate Ship... Although, I wonder how one could fix this? Maybe a bit more start up time on the move? You could always make it so that it either doesnt spike late into the move, or make it weaker as he falls. And only have it strong spike as soon as he starts falling, but make it short lasting.
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Thundaga_T2 & AwesomeCasey795 Check out our music request thread here
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« Reply #2482 on: July 20, 2011, 08:39:14 PM » |
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You could always make it so that it either doesnt spike late into the move, or make it weaker as he falls. And only have it strong spike as soon as he starts falling, but make it short lasting.
I also still wonder if how it was in Dissidia is possible... It did multi hits, rather then one strong spike, these hits could deal 1% damage, and the final hit could do less then before? They shoot the foe down like before, but as Sephiroth falls instead of one hit then sends them straight down.
But if it's not... What you said could also work.
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« Reply #2483 on: July 21, 2011, 03:28:14 AM » |
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Sephy is about to get another update, I'm done with version 4.1...just need to edit the other versions 
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« Reply #2484 on: July 21, 2011, 03:34:43 AM » |
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Sephy is about to get another update, I'm done with version 4.1...just need to edit the other versions  Guess me saying that V5 is the FINALLY FULLY COMPLETED Sephiroth wasn't all that off was it? xD (joke i made on youtube about it  ) @DataDrain02 Yeah that's pretty much it.
...
Will Sephy V5 be the final perfected version? Or will it be just another step to perfection? Stay tuned and wait for another amazing download of Sephiroth ... Z! (DBZ Ref ftw? XD) PrideToBeBrawl 3 days ago

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« Last Edit: July 21, 2011, 03:37:15 AM by Puraidou Beoulve »
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« Reply #2485 on: July 21, 2011, 03:39:38 AM » |
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Sephy is about to get another update, I'm done with version 4.1...just need to edit the other versions  DO, did you read mine, and Aafyre's feedback? I think these should be included in the next version. XD
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« Reply #2486 on: July 21, 2011, 04:12:09 AM » |
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DO, did you read mine, and Aafyre's feedback? I think these should be included in the next version. XD
All GFX has been revamped. except for meteor fire and down B special. Down A in air is now controllable to precision of Dissadia + new entry by BBB which is the same as Dissadia + revamped other animations by BBB I'll probably release it tomorrow since its starting to get late. lol
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« Reply #2487 on: July 21, 2011, 04:15:15 AM » |
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All GFX has been revamped. except for meteor fire and down B special.
Down A in air is now controllable to precision of Dissadia
+ new entry by BBB which is the same as Dissadia + revamped other animations by BBB
I'll probably release it tomorrow since its starting to get late. lol
It's only 3.15am for you, that's not late at all *shot* xD
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« Reply #2488 on: July 21, 2011, 04:16:00 AM » |
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All GFX has been revamped. except for meteor fire and down B special.
Down A in air is now controllable to precision of Dissadia
+ new entry by BBB which is the same as Dissadia + revamped other animations by BBB
I'll probably release it tomorrow since its starting to get late. lol
Alright, tomorrow works for me, just take your time, no rush needed, just polish everything like I said, and he should be ready. 
Take your time.
Edit: His running grab animation should have as much end lag as the standing grab... Randomish, I know, but that's something he also needs, since there's no point in doing a standing grab as it stands now.
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« Last Edit: July 21, 2011, 04:37:01 AM by _Data_Drain_ »
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« Reply #2489 on: July 21, 2011, 04:41:19 AM » |
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lol I cant do all that withing one update. I mean it would take awhile to get the grab animation everyone deems good. Other news, I finally got down throw to stab foes into the ground. XD and side B graphics are exactly like Dissadia's  new side B graphic 
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« Last Edit: July 21, 2011, 04:46:43 AM by DivineOverlord »
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