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« Reply #555 on: August 11, 2012, 10:14:15 PM » |
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It was just a suggestion for one move. Also, I noticed that his sprites for a hand axe-type weapons have Crit frames, so I assumed it was able to Crit. I've actually never played FE7.
And with the Neutral Special, will it function like Marth's or Ike's Neutral Special? Marth meaning the full charge is the most potent. Or Ike's where the close to full charge is most potent?
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« Reply #556 on: August 12, 2012, 12:09:51 AM » |
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Every character is able to crit RB. It's a universal mechanic of the Fire Emblem games. It's more down to how often they crit and how critical hits define their class. For example, Swordmasters and Berserkers have an additional 15% base chance of crtitting, whilst Assassins have a special version of a critical that can OHKO opponents no matter how much damage they'd deal normally (called the Silencer skill).
Weird thing with Hector is that he's one of those characters that has critical attack animations that aren't really that flashy or different. His regular Lord crit startup more fits a wait or taunt imo, his Great Lord crits are almost the same as his regular attacks. Only the Armads critical stands out, and even then it does this weirdthing where Hector switches which hand he's holding the axe mid animation.
As far as a counter goes, I'm objective as well. Not because it's overdone for PSAs (which tbh I don't think it is and people exaggerate their usage) but because of what Hector wields and how he is as a character. Out of all the FE Lords...ever, Hector has the most rough and rugged fighting style. Axes aren't really a weapon suitable for defense and counters. Comparative to his peers Eliwood and Lyn, he's likely to be focused more on HP, Strength and Defense. Late game he becomes competent at dodging stuff, but less so than Eliwood and Lyn and early game he can't dodge for [censored]. Essentially he's the tank Lord. As a result it would make more sense for him to be a character that soaks up the hits in Smash.
I see him as a character a little bigger and bulkier than, say, Cpt Falcon and with a few attacks that have heavy armour and super armour frames. Hector is probably the most heavily armoured Lord in the series and as a result I see him as a character rather similar to P:M Bowser albeit smaller and lighter.
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« Reply #557 on: August 12, 2012, 12:35:53 AM » |
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^ This is what I was trying to say. Well, part of it. I'm not sure how fast or heavy Project M Bowser is, since I've honestly never played with any Project M characters... but having Hector as slow as, say, Ganondorf would feel like an insult to me because I had him max speed a couple times and it'd make him no match for most of the faster characters. I also realize that Hector as I have had him (in all five of my playthroughs) is probably the exception rather than the rule, since a lot of people have said he doesn't dodge or critical well. But whether or not he criticals often, critical hits for Fire Emblem characters are as central to the series as countering is for them in Smash Bros, and I just think it's a good idea for him to have a critical hit chance. Maybe not 1/5, maybe not 1/10, but it should still be there. It's just a part of the series I don't think should be removed. Now probably isn't the best time to be arguing about the moveset, though. I think the PSAers and animators will probably get final say on Hector's moves, and we don't even know who they are yet.
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« Reply #558 on: August 12, 2012, 01:29:35 AM » |
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Again... Hector's thing isn't Critical Hits. It does not goes with him. That's like giving Cloud Octaslash. 
Hector, for me, ends up always dodging like a champ, and having one of the highest HP/Strenght/Defense, but.... This is vBrawl, not Fire Emblem, had this been Fire Emblem, Ike wouldn't suck as much as he does, and Marth wouldn't be as good as he is.
Critical Hits don't fit Hector, he has no Critical Hits traits at all. Not 1/5, not 1/10.
And I agree with SDo0m for the Counter, as Hector's fighting style is we-know-what. Although, I'd like him to have it for the novelty of every Fire Emblem character having one, but eh, w/e.
And I'm pretty sure Tormod has something planned for him already. 
PS: Hector isn't a a character that needs a Critical Hit on his PSA, or any odd formula for it in any way, again.
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« Last Edit: August 12, 2012, 01:30:40 AM by Albafika »
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« Reply #559 on: August 12, 2012, 01:58:45 AM » |
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The original one I had started on Marth would have taken much longer to get to this point. The thing I was waiting on from Albafika was Zelgius's model from RD, who serves as a much better base for Hector!
Yes, the eyes look squinty because of the shadow being cast onto his face from the polygon that his eyes (and some skin around his eyes) are drawn onto. No worries though, those eyes are just a place holder. I'm going to use Ike's actual eyes and shape them correctly, so his eyes will move and the polygons will be the actual eyeballs and not just a flat surface above the face with an eye texture.
As far as the counter goes, I had originally taken it out for 2 reasons. The first being that I wanted to make a change instead of just having the same ol' down B. The other being the same as what SDoom said, Hector's fighting style is self taught and rugged, so he would likely allow his armor to absorb the damage and then attack as opposed to an actual counter.
That being said, I couldn't think of anything good to replace the move lol. I still want a defensive move since it's one of Hector's strong points, but it doesn't have to be what's currently written in the moveset.
The handaxe can have a small range of damages it can possibly do, but it wont be an actual critical hit. Near the end of the game almost all the characters are dodging most attacks and getting crits often, but it's not part of Hector's style. I do like the idea though of incorporating crit's just into regular animations. Like his final smash for example, It's a sweet animation and it would be hard for me to want to leave that out. A great example of how this is done in brawl is Ike's up B. That's the critical hit animation for the Hero class, but it still does standard damage.
My current maxed Hector has Strength (30) and Defense (29) maxed out. But speed and skill only topped off at 21 and 20 respectively. And, Hector got all my speedwings and Secret books, and he got Alfa's Drops at the time he was promoted, so speed and skill would be closer to half his strength and defense under normal circumstances. Keeping that in mind, he will inevitably be slower than most characters, and have longer startup lag than most characters. But he'll be big, heavy, and deal significant damage and knockback.Now probably isn't the best time to be arguing about the moveset, though. I think the PSAers and animators will probably get final say on Hector's moves, and we don't even know who they are yet.
I'll be the PSAer and the Animator. Unless I need help doing something, or unless I am unable to finish due to life changes.
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« Last Edit: August 12, 2012, 02:04:08 AM by Tormod »
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« Reply #560 on: August 12, 2012, 01:02:03 PM » |
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The handaxe can have a small range of damages it can possibly do, but it wont be an actual critical hit. Near the end of the game almost all the characters are dodging most attacks and getting crits often, but it's not part of Hector's style. I do like the idea though of incorporating crit's just into regular animations. Like his final smash for example, It's a sweet animation and it would be hard for me to want to leave that out. A great example of how this is done in brawl is Ike's up B. That's the critical hit animation for the Hero class, but it still does standard damage. Hmm, okay. I still think it'd add some nice variety compared to most of the PSAs around here, but if everyone seems to think it wouldn't suit him then I won't argue. Just so long as he isn't THAT slow (like Ganondorf). I'll be the PSAer and the Animator. Unless I need help doing something, or unless I am unable to finish due to life changes. Oh, I didn't know that. Well, good luck! 
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« Reply #561 on: August 12, 2012, 02:02:16 PM » |
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*comes back to see the discussion* How about something similar to the Gerudo Prince Ganon's down-B? It's a backhand that has the cape effect. And personally, I always imagined him slapping the Prince (the one who hates Hector, not being specific so as to spoil anything... if I even could...) That's the critical hit animation for the Hero class I know this has nothing to do with the discussion. But it's actually the Mercenary class's Crit Animation. Heroes throw up their shields and flip into the air with their sword. Mercenaries (who don't have shields, for those who haven't played FE) throw their swords and flip after it (without the turning around before the jumpflip thing, of course)
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  In other words, LURK MORE. In other news, birds fly, sun shines, fishes swim, and the sky is [censored]ing BLUE. 3. ... You seriously don't know who Clinton is? If only hacking Brawl paid bills. O snap But you are in a Smash Bros. thread. You can't have an opinion here.
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« Reply #562 on: August 12, 2012, 03:28:42 PM » |
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Every character is able to crit RB. It's a universal mechanic of the Fire Emblem games. It's more down to how often they crit and how critical hits define their class. For example, Swordmasters and Berserkers have an additional 15% base chance of crtitting, whilst Assassins have a special version of a critical that can OHKO opponents no matter how much damage they'd deal normally (called the Silencer skill).
Weird thing with Hector is that he's one of those characters that has critical attack animations that aren't really that flashy or different. His regular Lord crit startup more fits a wait or taunt imo, his Great Lord crits are almost the same as his regular attacks. Only the Armads critical stands out, and even then it does this weirdthing where Hector switches which hand he's holding the axe mid animation.
As far as a counter goes, I'm objective as well. Not because it's overdone for PSAs (which tbh I don't think it is and people exaggerate their usage) but because of what Hector wields and how he is as a character. Out of all the FE Lords...ever, Hector has the most rough and rugged fighting style. Axes aren't really a weapon suitable for defense and counters. Comparative to his peers Eliwood and Lyn, he's likely to be focused more on HP, Strength and Defense. Late game he becomes competent at dodging stuff, but less so than Eliwood and Lyn and early game he can't dodge for [censored]. Essentially he's the tank Lord. As a result it would make more sense for him to be a character that soaks up the hits in Smash.
I see him as a character a little bigger and bulkier than, say, Cpt Falcon and with a few attacks that have heavy armour and super armour frames. Hector is probably the most heavily armoured Lord in the series and as a result I see him as a character rather similar to P:M Bowser albeit smaller and lighter.
I've Played Fire Emblem games before. I know of all the crit chance and bonuses for clases and what not. I was just thinking of adding a little something special to the Hand-axe throw. That's all. And I was expecting Hector to be one of those characters to takes loads of damage in a stock. I like those characters. It feels so awesome being so tanky in a fight. Also for the Neutral Special, it's just going to be a chargeable power slash? Are you gonna add some effects to it? And I'd assume that he's going to be flashing blue while charging? Oh, call it Wolf Beil. After his starter axe. (Which is good against armored units.) Which will probably break shields if fully charged. And with the Neutral Special, will it function like Marth's or Ike's Neutral Special? Marth meaning the full charge is the most potent. Or Ike's where the close to full charge is most potent?
^ And this. As for Counter, I understand that it's not fitting for a tanky character. Then make it an offensive attack with short super armor. It should be one of his strong and sustainable attacks.
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« Reply #563 on: August 12, 2012, 06:35:56 PM » |
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*comes back to see the discussion*
How about something similar to the Gerudo Prince Ganon's down-B? It's a backhand that has the cape effect. And personally, I always imagined him slapping the Prince (the one who hates Hector, not being specific so as to spoil anything... if I even could...)
I know this has nothing to do with the discussion. But it's actually the Mercenary class's Crit Animation. Heroes throw up their shields and flip into the air with their sword. Mercenaries (who don't have shields, for those who haven't played FE) throw their swords and flip after it (without the turning around before the jumpflip thing, of course)
Thats an interesting idea for a down B. The Hero and Mercenary animation is essentially the same. Their sword is in their shield when they throw it up. Didn't mean to exclude the lower class . Either way, it is a good illustration of the point I was making. And I was expecting Hector to be one of those characters to takes loads of damage in a stock. I like those characters. It feels so awesome being so tanky in a fight.
Also for the Neutral Special, it's just going to be a chargeable power slash? Are you gonna add some effects to it? And I'd assume that he's going to be flashing blue while charging? Oh, call it Wolf Beil. After his starter axe. (Which is good against armored units.) Which will probably break shields if fully charged.
And with the Neutral Special, will it function like Marth's or Ike's Neutral Special? Marth meaning the full charge is the most potent. Or Ike's where the close to full charge is most potent?
As for Counter, I understand that it's not fitting for a tanky character. Then make it an offensive attack with short super armor. It should be one of his strong and sustainable attacks.
No worries, he will be tanky.
The neutral special will be a vertical slash, but I would call it a pound because his axe will slam into the ground. His flashing effects will be comparable to Marth and Ike's. I was also thinking, that this attack (if any) could have minor electricity graphics, Since Armads is the Thunder axe, and is infused with Magic. I haven't fully decided yet though, because I also want to include a version with him using his Wolf Beil. As for the when it's most potent, I like the idea of having it most potant when fully charged, and of course with such raw power, it should break shields.
The armor in the down B is something I like too, I prefer it to be a defensive move. I'd like to hear more idea's for his down B before making a final decision though.
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« Reply #564 on: August 12, 2012, 10:21:55 PM » |
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I think for the Neutral Special, only the fully charged version should have effects and even then, it's should be a feint electric blast upon slamming the ground.
And for the Down Special, what about a Vulnerary? It'd heal a simple 10% but you have 3 of them to use per life. Just to give Hector some sustainability in battle.
It shouldn't be hard to code. You'd just need a starting variable = 3 then subtract 1 each use and if it equals 0, then you can't do it anymore. You can have a separate animation for not having any more. Then once he dies, the variable would = 3. That's it.
Also, is Hector Left-Handed or Right-Handed?
His young artwork shows left, but his old artwork shows right. His Lord and Great Lord sprites also have different hand stances.
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« Reply #565 on: August 13, 2012, 01:24:27 AM » |
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I think for the Neutral Special, only the fully charged version should have effects and even then, it's should be a feint electric blast upon slamming the ground.
And for the Down Special, what about a Vulnerary? It'd heal a simple 10% but you have 3 of them to use per life. Just to give Hector some sustainability in battle.
It shouldn't be hard to code. You'd just need a starting variable = 3 then subtract 1 each use and if it equals 0, then you can't do it anymore. You can have a separate animation for not having any more. Then once he dies, the variable would = 3. That's it.
Also, is Hector Left-Handed or Right-Handed?
His young artwork shows left, but his old artwork shows right. His Lord and Great Lord sprites also have different hand stances.
ambidextrous, maybe?
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« Reply #566 on: August 13, 2012, 06:58:24 PM » |
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Hmm, the vulnerary idea's a good one, but good players won't even get killed with lighter characters until around 100% damage. Giving Hector the ability to restore 30% damage feels too weak to me, since hopefully he'll be able to hold off until at least 130%. You're talking about just giving him maybe a quarter more health than normal if he can use it three times without getting hit in exchange. Still, it's a good idea; it'd just need to be tweaked a bit. Too bad there aren't self-usable healing items between Vulnerary and Elixir in FE7... I also like the idea of his down B having armor and a heavy attack. That way it can function as a counter, but it's really a normal attack and it seems to suit Hector's style to me. I also like the idea of three characters jumping him at once only to have him spin and send them all flying.  As for my own personal ideas, I still think it'd be a fun attack to have him jump into the air, swing Armads down beneath him and create an earthquake. It wouldn't have to be a very large hitbox, but I think it's fitting considering that in FE7 he can just drop the axe and it shakes the ground. This attack kind of emphasizes how ridiculously strong Hector is, without making him cheap.
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« Reply #568 on: August 13, 2012, 08:59:24 PM » |
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Wow Nice its better than mine lol but mine is Very old
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« Reply #569 on: August 13, 2012, 09:57:22 PM » |
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Vulnerary isn't a good idea at all. I don't think I need to explain why, and even if you do think I need to, I won't lose my time. Boy, what feedback you guys give... 
Why don't you provide a suggestion for a down special? Also, It's not like I'm just throwing ideas on a plate, and serving them... I put a great deal of thought into all of my suggestions. And I don't just see moves for one use only, I try and provide many sides of usefulness of the move.
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By the way, I think every active hacker in this forum could use less distractions. 
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