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Author Topic: AGFan's Multi-PSA Thread - Good Bye People!  (Read 260684 times)
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    « Reply #585 on: January 09, 2012, 04:37:49 PM »


    That is correct. His air dodge pretty much makes him stop momentum.I'd say it should KO Mario at about 135%. That should be reasonable.

    But you have to remember, it's easy to land a grab on foes in Brawl. It would only be an unsafe throw in free for alls.

    just tested in melee mario dies at 105% lol i think agfan preety much  close to melee knockback just needs to take alittle a tiny amount xD

     DD if you dont beleive go to training mode mario at 105% in final destination and  mewtwo up trows ko  95% atleast i koed mario 6 times in a row at 105 % xD missed one Tongue
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    « Reply #586 on: January 10, 2012, 06:04:17 AM »


    Carnage, you also have to remember.

    Brawl weakened some moves, to make it easier to live. I'd say Mario getting KOed at 120%, or 115% should be more reasonable, also his grab is MUCH easier to land in Brawl then it is in Melee... So yeah, it should be strong, but not too strong. 120% is higher then normal KO levels, but it's reasonable that Mewtwo can get foes to that percent.

    So it's pretty much Mewtwo's way to kill foes with ease. But not overall the fastest way. Right now, it's a bit too high for that, it's just his overall best kill move, and possible at this state, one of the best kill moves in Brawl right now. If he was an official character.


    ...

    Also, on a random note...




    I got bored, and made some pallets for Mewtwo, to be a bit more Brawlish.

    Oh yeah, the last two are XD002 Mewtwo, and Gameboy Mewtwo.
    http://forums.kc-mm.com/Gallery/BrawlView.php?Number=24634
    « Last Edit: January 10, 2012, 10:29:18 AM by _Data_Drain_ » Logged


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    « Reply #587 on: January 10, 2012, 01:27:52 PM »


    Also, on a random note...



    I got bored, and made some pallets for Mewtwo, to be a bit more Brawlish.

    Oh yeah, the last two are XD002 Mewtwo, and Gameboy Mewtwo.
    http://forums.kc-mm.com/Gallery/BrawlView.php?Number=24634


    Do you have permission to make brawl recolors for Mewtwo? :0
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    « Reply #588 on: January 10, 2012, 02:45:15 PM »


    I'm sure Pikazz said to simply give credit...

    But... If he wants me too, I will take these down.


    I just did that out of boredom... Though I do like how they turned out.
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    « Reply #589 on: January 10, 2012, 03:21:01 PM »


    I'm sure Pikazz said to simply give credit...

    But... If he wants me too, I will take these down.


    I just did that out of boredom... Though I do like how they turned out.


    Yeah, well I asked cuz I was surprised that he gave you permission cuz I made the Brawl Mewtwo a while ago, but I didn't got his permission to release it cuz he told me that Starwaffle was the one who was going to make the Brawl styled Mewtwo, so I got confused.. But you're right I'll make another HD Mewtwo and release it, he told me I could make custom Mewtwo textures so the HD Mewtwo would be one of them.
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    AG's PSA/Animation Thread: http://forums.kc-mm.com/index.php?topic=36777.0
    KC-MM Project Mewtwo: http://forums.kc-mm.com/index.php?topic=55338.0
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    « Reply #590 on: January 11, 2012, 03:21:46 AM »


    So agfan whats left to revamp in mewtwo? and what buffs and debuffs?(dont know what to call the opost of bufs :S) were made to mewtwo attacks?
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    « Reply #591 on: January 11, 2012, 06:57:45 AM »


    So agfan whats left to revamp in mewtwo? and what buffs and debuffs?(dont know what to call the opost of bufs :S) were made to mewtwo attacks?
    For future reference. The opposite of buffs, is nerfs. Or if it's one, just nerf.

    Anyway. From what I can tell from my beta testing...

    His AAA needs to go faster into the repeating part... Right now, trying to do it gets you punished...

    His forward smash needs a major buff, since it can't kill, although it does more damage then down smash... Down smash does 15%, where as forward smash does 20%.

    I PERSONALLY feel neutral air should work a bit more like Lucas', since his is somewhat safe when it's landed. Where as Mewtwo's does not knock the foe away, unless the last hit hits, and I mean VERY last hit... Although this is my opinion... I just recall using it in Melee as an approach/"GET OUT" move. Sorta like Lucas'.

    Up smash needs less range, but in exchange more kill power, and better trapping.

    Shadow Ball needs to work in the air.

    I'm not sure about this... But the down B has a good bit of upward range... That could be nerfed a bit... Although I am starting to find it interesting the hit box is not right in his face, but is small... This kinda makes it... Easier, and harder to land at the same time. AGFan's call on the hit box.

    up air, and up tilt don't hit forward... They only have a hit box when the tail is upward... Although again, considering how good the forward tilt is, it's a good "GET OUT", and damage racker. Since it's so fast, with a lot of range.

    (I still want that fixed air dodge, and a "No sound pack" version of him... "Behold! THE AURA!!")

    ...

    He might need to be a bit bigger too... Might. The reason I'm hesitant to say it is, his hit boxes would need to be altered I think, since right now his forward tilt has some disjoint in the hit box... Meaning it has more range then the tail itself. But it could work out alright with the hit boxes fixed up. Just change the size in the PSA, rather then the animations.

    All and all though, I think the things listed would be enough for a beta release.
    « Last Edit: January 11, 2012, 01:01:03 PM by _Data_Drain_ » Logged


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    « Reply #592 on: January 11, 2012, 08:38:20 AM »


    For future reference. The opposite of buffs, is nerfs. Or if it's one, just nerf.

    Anyway. From what I can tell from my beta testing...

    His forward smash needs a major buff, since it can't kill, although it does more damage then down smash... Down smash does 15%, where as forward smash does 20%.

    I PERSONALLY feel neutral air should work a bit more like Lucas', since his is somewhat safe when it's landed. Where as Mewtwo's does not knock the foe away, unless the last hit hits, and I mean VERY last hit... Although this is my opinion... I just recall using it in Melee as an approach/"GET OUT" move. Sorta like Lucas'.

    Up smash needs less range, but in exchange more kill power, and better trapping.

    Shadow Ball needs to work in the air.

    I'm not sure about this... But the down B has a good bit of upward range... That could be nerfed a bit... Although I am starting to find it interesting the hit box is not right in his face, but is small... This kinda makes it... Easier, and harder to land at the same time. AGFan's call on the hit box.

    up air, and up tilt don't hit forward... They only have a hit box when the tail is upward... Although again, considering how good the forward tilt is, it's a good "GET OUT", and damage racker. Since it's so fast, with a lot of range.

    (I still want that fixed air dodge, and a "No sound pack" version of him... "Behold! THE AURA!!")

    ...

    He might need to be a bit bigger too... Might.

    All and all though, I think the things listed would be enough for a beta release.

    thats it nerf xD
    i kinda like the neutral air  since in melee  you could get hurt even if you used it since some attacks bypassed the n-air and the air dodje cancels the jump in melee thats what agfan did there  since its melee mewtwo but if agfan wants to make the dodje brawl style go ahead  i wont mind it all the other reasons i agree completely
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    « Reply #593 on: January 11, 2012, 08:53:22 AM »


    Hm... True... But still, it feels unsafe to be honest... Doesn't Lucas' neutral air have a hit box on the landing lag that knocks foes away? Eh, I'm not sure... I GUESS it could stay the way it is, but it is oddly unsafe to use...

    And as for the air dodge... That should still change. Even though this IS Melee Mewtwo... His air dodge is still not Melee like at all... Since it doesn't put him into free fall, nor is it controllable... The best option would be to make it act like a Brawl air dodge. Since I hate it when PSAs put in the Melee air dodge... Like that Athena, she was made for Brawl+, yet they put the Melee air dodge in... I guess to be cool.
    <_<

    But yeah, in short, I'd like for Mewtwo to have a normal air dodge. He can keep the jump canceling and what not, I'm a bit used to it now... It can be his quirk, like Lucario's aura, or Peach's floating.

    Not sure about the crouch canceling though... In one way, I like it, but it's an advantage no other character normally has... But I do admit, it's nice to cancel the run into a down tilt.


    But this is all coming from me as a normal Brawl player, I don't have any mods like Brawl+, I just use PSAs with the normal physics. But even for Brawl+, the air dodge fix should be done, since I believe the air dodge in Brawl+ is identical to normal Brawl's.


    Edit: Wow, KJP was right, the air Shadow Ball start up animation just needed 17 frames instead of 8. I got it to work, although the animation's not Melee accurate.
    T_T
    « Last Edit: January 11, 2012, 12:21:39 PM by _Data_Drain_ » Logged


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    « Reply #594 on: January 11, 2012, 01:00:44 PM »


    N Air had garbage priority in Melee.  Almost anything could beat it.  In exchange it did good damage if every hit landed and it's hitbox was out for an age.
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    « Reply #595 on: January 11, 2012, 01:02:33 PM »


    N Air had garbage priority in Melee.  Almost anything could beat it.  In exchange it did good damage if every hit landed and it's hitbox was out for an age.
    What I mean is... Unless the final hit box hits the foe, they don't get knocked away, at all. So they can punish you for hitting with it.
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    « Reply #596 on: January 11, 2012, 01:05:58 PM »


    That just means, as you said before, the landing lag needs a hitbox Smiley. I believe it was like that in Melee too
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    « Reply #597 on: January 11, 2012, 01:15:12 PM »


    That just means, as you said before, the landing lag needs a hitbox Smiley. I believe it was like that in Melee too
    Exactly, this would make it good for approach again, while still having a weakness if used foolishly.

    I think all the changes I stated in my list should be enough for a beta release. And a good one at that. Just the one I've been testing is pretty fun. It definitely has a Melee vibe.

    (Though I still dislike that air dodge cancels momentum...
    <_>)
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    « Reply #598 on: January 11, 2012, 01:25:18 PM »


    Lucas' N-Air does not have an ending hitbox.

    I'm pretty sure that only a few aerial moves in Brawl have a hitbox when they land. Most noticeably, Pikachu's D-Air.

    I'm not to sure if Mewtwo had a landing hitbox on his N-Air. I don't remember him having one the last time I played with him.
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    « Reply #599 on: January 11, 2012, 02:45:41 PM »


    Remember guys, this is Melee Mewtwo not a personal Mewtwo, if it does 200 damage in Melee with a sick knockback in Up-smash for example. I will try to recreate it as close as posible in this hack, safe or not doesn't matter, if it is un-safe in Melee, so it will be unsafe in Brawl too.

    Brawl hacking activity is low for me, because of life stuff, no need to explain more. But I do also appreciate your comments and/or opinions about the project while I'm not here Smiley

    Oh and also, the landing N-Air HAS a hit box, really powerful if used well, the only problem with it is the timer in PSA, I'll sure to fix this next time I edit the .pac PSA file.
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    AG's PSA/Animation Thread: http://forums.kc-mm.com/index.php?topic=36777.0
    KC-MM Project Mewtwo: http://forums.kc-mm.com/index.php?topic=55338.0
    The *M* Texture thread: http://forums.kc-mm.com/index.php?topic=9737.0
    Godzilla Unleashed Model Importing Thread: http://forums.kc-mm.com/index.php?topic=64587.0



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