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Question: Who here still cares about Tabuu? I'm noticing the thread keeps dying.
I do, keep going - 7 (70%)
Get lost, attention wh*re! - 2 (20%)
No, I don't - 0 (0%)
I just don't comment. - 1 (10%)
Total Voters: 10

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Author Topic: Tell you what: You're getting Tabuu when he's done. :/  (Read 215735 times)
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diedhammer98
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    « Reply #450 on: September 30, 2011, 09:51:23 PM »


    you work on projects lot....
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    « Reply #451 on: September 30, 2011, 09:53:20 PM »


    But these are my main 3. Tabuu, Miku Hatsune and Chiyako Amami. Giga Bowser is on the ice right now.
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    diedhammer98
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    « Reply #452 on: September 30, 2011, 09:54:43 PM »


    But these are my main 3. Tabuu, Miku Hatsune and Chiyako Amami. Giga Bowser is on the ice right now.
    okey......
    I mean....you never give up on Tabuu....
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    « Reply #453 on: September 30, 2011, 09:55:15 PM »


    No, he's the reason I got into hacking!
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    diedhammer98
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    « Reply #454 on: September 30, 2011, 09:57:57 PM »


    oh, ok......
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    « Reply #455 on: September 30, 2011, 10:02:24 PM »


    I'll only give up on Tabuu when he's finished! ^_^
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    diedhammer98
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    « Reply #456 on: September 30, 2011, 10:09:52 PM »


    ..........................
    ok..
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    _Data_Drain_
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    « Reply #457 on: September 30, 2011, 10:59:26 PM »


    Okay, I just now started trying him out... He needs a LOT of work, here's what I have so far.

    Okay... First thing is first... His size, I know it's Tabuu, but... His size makes for some odd problems, he either can't hardly hit his foes, or he's too easy to hit them with...

    Okay... Now onto the moves... I'll just put these in spoilers.


    AAA: Hm... A bit easy to use... I think it should be a few hits, then he stops... Also, if you keep him huge, he should aim down a bit.

    Side tilt: Well, I like the idea here, I just think it should be less quick, more end lag, not much start up, but quite a bit of end lag. The animation needs a little fixing for this, but not too much.

    Down tilt: Again, I like the idea here, but once again it's too quick, and this one combos into itself, making it hard to get out of... I'd say more start up, but it being able to lead into other moves might be interesting... It could use a less stiff animation also.

    Up tilt: ...There is no up tilt yet, so there's nothing to say about it's balance. Although it could be another sword swing, slow, but makes a good anti air.

    Dash attack: Now this is one reason why I feel his size is odd... This move... Is really broken. It's instant, does 15% damage, has a long lasting, HUGE hit box... And has hardly any end lag, making it VERY spammable... I believe the way to fix this, is to give it a good bit of start up lag, and a bit of ending lag.

    Forward smash: Hm... I feel this move is seriously unfinished... It rarely hits, and does 24% damage when it does... If he at some point in development is going to use the clones, slow this move down, and give it a lot of ending lag, since this will have a lot of range, and likely power... There needs to be a risk in using it.

    Down smash: Oddly? Hard to hit with, and even when you do, the foe can get out of it pretty easy... I would say though, make it somewhat laggier, and a bit easier to hit with... But not too much.

    Up smash: Not there yet... So... Nothing to talk about balance wise. It could be an anti air disk twirl, sorta like up air... Although that might make him not as diverse...

    Neutral air: ...Man... This move is SERIOUSLY broken... Now, at ground level, it looks harmless... Not even hitting the foe... But use the move when they're near Tabuu's head... This thing does nearly 100% damage, and kills very quickly... This... Man... Really needs a nerf, I'd say something like Lucas' in damage, but a bit more lag.

    Forward air: Hm... Has kinda an odd animation... And it's hit box lasts awhile, I'm not sure what to do here.

    Up air: Not bad, just needs less kill power.

    Back air: Kinda... Odd... I'm not sure what to do here... I think this should be something different... But I'm not sure what.

    Down air: I like the animation, though I feel it should have more end lag, and landing lag.

    Neutral B: Seems a bit redundant, since it's a lot like AAA. And the air version... Seems like a slow "GET OUT" move? That does 16% damage? Seems a bit odd.

    Side B: Could be slower, more like the actual boss fight, and maybe a bigger hit box? It seems kinda hard to hit with. And the air version... Kinda spammable? You can short hop into it, and not have any end lag.

    Down B: The animation's kinda funny, maybe slow it down, and give it more range? And the air version... Wow... Broken... You can, stall in the air forever with it, it's a huge projectile that hits across the whole stage, and is repeatable... So you can pretty much cover the whole stage in a hit box that doesn't go away, until your foe is KOed... This needs a lot of fixing... More like the SSE version, slow, has a lot of and lag, and makes him go into free fall... But it could be a kill move.

    Up B: The ground one I don't really get, what is it supposed to do? And the air one... It's actually kinda cool, I like it.

    Grab: ...I couldn't get it to work, if it did work, it should have some end lag.

    General animations: His standing poses are not bad.

    Up taunt is neat. Side taunt is kinda creepy, but it suits him. And down taunt is... Maybe a bit to quick into the thumbs down part, he should keep the thumbs down a bit longer.

    It seems like his fall is odd... Like he after a little bit goes further down then he should...

    And his ledge grab is... Slow, and is kinda dangerous. Since it seems to go down a bit oddly...

    His run animation cracks me up, you might want to make a new animation for it.

    His walk, while no different from his idle pose, suits him.

    His jumps are alright to me.

    His shielding is... Odd... This is another reason I wouldn't mind him being smaller, since his shield wouldn't have to be massive to cover his body.

    His dodging needs some kinda GFX...


    Overall, he needs a lot of work, but there is potential for a pretty interesting character here.
    « Last Edit: September 30, 2011, 11:07:33 PM by _Data_Drain_ » Logged


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    « Reply #458 on: September 30, 2011, 11:25:03 PM »


    Well, I must say, that feedback is kinda heartbreaking, since I didn't do most of that PSA. But I do agree on the broken moves. Most of these are fixed in the newer version I'm working on (Air B down an no longer be spammed, neither can the Aerial B) And I do plan to have the Side B Ground be bigger, but with less knockback and more start lag.
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    « Reply #459 on: October 01, 2011, 02:24:39 AM »


    Okay, I just now started trying him out... He needs a LOT of work, here's what I have so far.

    Okay... First thing is first... His size, I know it's Tabuu, but... His size makes for some odd problems, he either can't hardly hit his foes, or he's too easy to hit them with...

    Okay... Now onto the moves... I'll just put these in spoilers.


    AAA: Hm... A bit easy to use... I think it should be a few hits, then he stops... Also, if you keep him huge, he should aim down a bit.

    Side tilt: Well, I like the idea here, I just think it should be less quick, more end lag, not much start up, but quite a bit of end lag. The animation needs a little fixing for this, but not too much.

    Down tilt: Again, I like the idea here, but once again it's too quick, and this one combos into itself, making it hard to get out of... I'd say more start up, but it being able to lead into other moves might be interesting... It could use a less stiff animation also.

    Up tilt: ...There is no up tilt yet, so there's nothing to say about it's balance. Although it could be another sword swing, slow, but makes a good anti air.

    Dash attack: Now this is one reason why I feel his size is odd... This move... Is really broken. It's instant, does 15% damage, has a long lasting, HUGE hit box... And has hardly any end lag, making it VERY spammable... I believe the way to fix this, is to give it a good bit of start up lag, and a bit of ending lag.

    Forward smash: Hm... I feel this move is seriously unfinished... It rarely hits, and does 24% damage when it does... If he at some point in development is going to use the clones, slow this move down, and give it a lot of ending lag, since this will have a lot of range, and likely power... There needs to be a risk in using it.

    Down smash: Oddly? Hard to hit with, and even when you do, the foe can get out of it pretty easy... I would say though, make it somewhat laggier, and a bit easier to hit with... But not too much.

    Up smash: Not there yet... So... Nothing to talk about balance wise. It could be an anti air disk twirl, sorta like up air... Although that might make him not as diverse...

    Neutral air: ...Man... This move is SERIOUSLY broken... Now, at ground level, it looks harmless... Not even hitting the foe... But use the move when they're near Tabuu's head... This thing does nearly 100% damage, and kills very quickly... This... Man... Really needs a nerf, I'd say something like Lucas' in damage, but a bit more lag.

    Forward air: Hm... Has kinda an odd animation... And it's hit box lasts awhile, I'm not sure what to do here.

    Up air: Not bad, just needs less kill power.

    Back air: Kinda... Odd... I'm not sure what to do here... I think this should be something different... But I'm not sure what.

    Down air: I like the animation, though I feel it should have more end lag, and landing lag.

    Neutral B: Seems a bit redundant, since it's a lot like AAA. And the air version... Seems like a slow "GET OUT" move? That does 16% damage? Seems a bit odd.

    Side B: Could be slower, more like the actual boss fight, and maybe a bigger hit box? It seems kinda hard to hit with. And the air version... Kinda spammable? You can short hop into it, and not have any end lag.

    Down B: The animation's kinda funny, maybe slow it down, and give it more range? And the air version... Wow... Broken... You can, stall in the air forever with it, it's a huge projectile that hits across the whole stage, and is repeatable... So you can pretty much cover the whole stage in a hit box that doesn't go away, until your foe is KOed... This needs a lot of fixing... More like the SSE version, slow, has a lot of and lag, and makes him go into free fall... But it could be a kill move.

    Up B: The ground one I don't really get, what is it supposed to do? And the air one... It's actually kinda cool, I like it.

    Grab: ...I couldn't get it to work, if it did work, it should have some end lag.

    General animations: His standing poses are not bad.

    Up taunt is neat. Side taunt is kinda creepy, but it suits him. And down taunt is... Maybe a bit to quick into the thumbs down part, he should keep the thumbs down a bit longer.

    It seems like his fall is odd... Like he after a little bit goes further down then he should...

    And his ledge grab is... Slow, and is kinda dangerous. Since it seems to go down a bit oddly...

    His run animation cracks me up, you might want to make a new animation for it.

    His walk, while no different from his idle pose, suits him.

    His jumps are alright to me.

    His shielding is... Odd... This is another reason I wouldn't mind him being smaller, since his shield wouldn't have to be massive to cover his body.

    His dodging needs some kinda GFX...


    Overall, he needs a lot of work, but there is potential for a pretty interesting character here.
    abiut the size there is a recized tabuu fighter pack wich makes him only abit bigger than ganon  just check it out and yes there are a few moves that are unfinished becuase its the first beta of an import xD
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    « Reply #460 on: October 01, 2011, 06:33:20 PM »


    Yeah, thanks for mentioning that, fella. :3

    All right, so tonight, I'm making some more animations. Smiley
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    « Reply #461 on: October 03, 2011, 10:24:13 AM »


    Sorry for the double post, but my plan today is to continue animating. ^^
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    « Reply #462 on: October 03, 2011, 10:46:12 AM »


    Sorry for the double post, but my plan today is to continue animating. ^^
    what are you making now? up tilt, up smash, trows?
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    « Reply #463 on: October 03, 2011, 11:00:16 AM »


    Probably gonna focus on throws.
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    diedhammer98
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    « Reply #464 on: October 03, 2011, 08:18:55 PM »


    for backward, up, forward throw....
    use chain?
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