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Author Topic: Erase the Noise - Neku Sakuraba, version 1!  (Read 101535 times)
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Sajiao Omelette
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    « Reply #180 on: January 07, 2010, 07:05:06 PM »


    @Humble: I think it's the way Ness and Lucas' double jump amplifies momentum enough so that you would get stuck in place.

    Originally, you flew away up into the heavens, but I added a code to set your momentum back to normal. However, instead of making you fall like normal, you stay in place. I will try to make him fall faster than normal to counteract the double jump momentum. This might make the non-double jump neutral B a bit strange, though.

    @BassJX: Please do!
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    xmanfit0
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    « Reply #181 on: January 07, 2010, 07:11:08 PM »


    YEEEEEEEEEEEEEEEEEEEEEEEEEEEEEESZ it's finally out. More feedback once I try him.
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    « Reply #182 on: January 07, 2010, 07:45:16 PM »


    the video is being saved to my computer then i'll upload it thru youtube. btw it's a long video.
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    « Reply #183 on: January 07, 2010, 08:45:18 PM »


    here's the link:
    <a href="http://www.youtube.com/watch?v=Z5t717VPPXE" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=Z5t717VPPXE</a>


    make sure you copy the link to your topic intro because many people will like to see the video instead of pics.

    anyways once again nice work on your psa and no need to thank me for the video. just helpin out.
    « Last Edit: January 07, 2010, 08:46:25 PM by BassJX (JXXXG) » Logged


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    « Reply #184 on: January 07, 2010, 09:16:50 PM »


    Great, thanks! (Even if you don't want me to thank you.)

    I'll definitely add the video to the OP once I fix some of the easier changes.

    Is it just my computer, or does the video not work? When I go to the video, it just doesn't play, and when I click on the red bar, it goes back to the beginning.
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    « Reply #185 on: January 07, 2010, 09:54:51 PM »


    Great, thanks! (Even if you don't want me to thank you.)

    I'll definitely add the video to the OP once I fix some of the easier changes.

    Is it just my computer, or does the video not work? When I go to the video, it just doesn't play, and when I click on the red bar, it goes back to the beginning.


    i dunno. youtube is like that now adays idunno why. it should work now even in HD.
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    « Reply #186 on: January 08, 2010, 06:01:42 AM »


    I just tried him AND ITS EPIC but there are a few problems... The final smash doesn't freeze the enemy in place long enough and when used it the air Neku keeps falling... The graphic problem when you use Neku's beam without moving away from charging isn't really a big deal for me...
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    « Reply #187 on: January 08, 2010, 02:40:18 PM »


    the effects are really nice but the missing sound effects i dont like too much. it feels really weird n buggy idk
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    xmanfit0
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    « Reply #188 on: January 08, 2010, 07:42:57 PM »


    Ok, tried Neku out, and I like. He is indeed very fun to use, especially the LAZER and his projectiles. You might want to make the DownB’s cursor range a bit bigger.

    And if you want his Final Smash to be not so escapable, you could change the initial hitbox to have an angle of 365.
    On the PSA list thread, it says that angle 365 “Deals absolutely no knockback, but still deals hitstun like normal. Also appears to "shift" the victim in the direction the attacker is going.”

    However, I’ve used angle 365 several times in my PSA’s and it actually does this: It kinda forcefully knocks the opponent down, like Ganon’s side b but without the darkness. I can’t really describe it too well, but when you hit an opponent with a hitbox using angle 365, they just immediately fall down with a slight screenshake, as if they were violently smacked into the floor (not tripping). (not a spike, either)
    And if you hit an aerial opponent with a hitbox using angle 365, they’ll just fall down slowly in some without being able to jump or use any move, as if they were footstooled. Basically, using angle 365 will immobilize your opponent for the subsequent hits.

    So I looked in your Neku.pac in PSA (I barely understand it), and here’s some stuff you might want to look at:
    Subaction 1B has GFX in the Main tab and some hitboxes in the GFX tab, Same with 1C. Subaction 60 has SFX in the Main Tab. Well, a lot of subactions have stuff in the wrong places. Though you probably put them there on purpose, right? I didn’t know GFX, SFX, and hitboxes could work if put in the wrong tabs.

    « Last Edit: January 08, 2010, 08:05:32 PM by xmanfit0 » Logged



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    « Reply #189 on: January 08, 2010, 10:14:50 PM »


    OK, I'm definitely trying out angle 365, then, because I had no idea what "Deals absolutely no knockback, but still deals hitstun like normal. Also appears to "shift" the victim in the direction the attacker is going” meant, but your description made it clearer. Thanks!

    Yes, I know that stuff is put in the wrong place all over the place. I put them there on purpose, though.

    I kinda disregarded the fact that they said "Main" or "GFX" and just treated them as two things that will go side by side. I can keep track of things easier that way.

    When I made the down-B's cursor range bigger, after you passed about 40-ish scalars in front of you, the whole cloud disappeared and the attack failed to work. I have no idea why, so for the purposes of not failing, I shortened it. I have no idea how to make it bigger.

    Thanks for the feedback!
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    « Reply #190 on: January 09, 2010, 10:27:37 AM »


    Does anyone here have any suggestions for balancing this sucker?

    I just subtracted 1 or 2 from the damage in most moves, slowed down some, and reduced knockback on fair and the smashes. I also reworked the aerial down-B so you can only do it once in the air and you're not helpless, but it does a few mild zaps and doesn't blast you away.

    Should I make the nair stun you for a short time (like ZSS's uncharged B move)?

    How should I balance the dtilt? I just added some base knockback so it would hit you far enough away to get out easily, but I don't know if that's sufficient or even a good idea. 
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    « Reply #191 on: January 09, 2010, 11:31:44 AM »


    Nair- yes

    Dtilt- keep it as it is, only an idiot would stay still and be hit several times.

    Reduced knockback? Neku kinda has a bit of trouble killing anyway, for me. If you want to reduce it, keep the Dsmash and Ftilt the same, cus those are his main kill moves when I used Neku. Fsmash also, but not as much. But if the reduced knockback gives him better combo potential, that would balance it out.
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    « Reply #192 on: January 09, 2010, 03:13:26 PM »


    I usually use his charged B and Usmash moves as killing moves when I use Neku xD. And I just remembered something (was going to ask about it earlier but forgot), does Neku's Ftilt seem spammable to anyone else (or is it just me)? xD I can use it to edge-guard without getting in the opponent's attack range.
    Something I think looks slightly odd is when Neku runs and grabs an opponent, he slides kinda far after grabbing, though I don't know if it is supposed to be like that or not.
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    « Reply #193 on: January 09, 2010, 05:50:08 PM »


    xmanfit0, you should try to use dtilt against a CPU. They never get out. Until the move ends, that is. (Then again, a CPU is an idiot.)

    I think the real problem with dtilt is that if you double jump and then fall into it, it can be hard to get out, especially if Neku moves it around where the enemy is trying to DI.

    ...I didn't notice that ftilt had so little cooldown lag until you said that; thanks Jurrasicplayer! Ftilt is in not way supposed to be a killing move, so I definitely have to nerf that move.

    I'm only going to reduce dsmash's knockback a little, I think. I'm going for a "good at racking, bad at killing" kinda thing, like Zero... or Falco or something.

    When he grabs someone, they don't get fully grabbed until the end of the animation. If I sped it up 5x, then it looks like a normal grab, but is insanely lagless. I don't know how to fix that, unfortunately.
    « Last Edit: January 09, 2010, 05:51:03 PM by greeneggsandham » Logged


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    « Reply #194 on: January 09, 2010, 09:05:59 PM »


    Ah, then it would be a good idea to up the knockback on dtilt. It's in my opinion escapable because my friend who I was playing would usually just jump out of it or phantasm out it (with a spacie, of course, maybe they can escape it easier than the rest of the cast)

    And about angle 365, I think angle 363 should be better. It's kinda like Snake's Ftilt, it stuns the opponent for a good second
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