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Author Topic: A Bloody Canadian's PSA Thread - Shinda Remake  (Read 288710 times)
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DrunkRussian
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    « Reply #630 on: September 30, 2013, 03:07:33 PM »


    It doesn't matter how much a a combo does but how easy it is to pull off. Like if it was 3 hits that would be op as hell. but if it requires like 6 different actions thats called skills. Like Im reworking Hidan(Not feelin dat Uchiha vibe) and there was a combo in v1 that could do 80 really fast.That was op but its fixed now so that there is still an 80% combo but it requires 10 different attacks to be chained.IMO atleast the damage doesn't matter as much as how quickly you can execute it.
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    « Reply #631 on: September 30, 2013, 04:43:13 PM »


    The issue with an 80% combo is that if it's inescapable, it's still broken. If, however, there's any point at which the combo can be broken with a shield or other normal Brawl ability (DI included), it's not a problem.
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    « Reply #632 on: September 30, 2013, 05:16:50 PM »


    The thing is, GSS's Down Throw can be Ukemi'd (Teched as most people would say), since it slams opponents to the ground. Much like G&W's Down throw. Sure, you can do attack strings, but it's not much a combo anymore if the opponent manages to Ukemi out of it.
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    JamietheAuraUser
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    « Reply #633 on: September 30, 2013, 05:23:01 PM »


    So essentially, it's fine if you're quick about it. You might still want to be worried about the ease of executing the attack string, though. Possibly have the attack that is normally used as the follow-up reset the foe to standing when it hits, preventing it from being spammed indefinitely. Or depending on how the chain works, put a "reset to standing" on one of the later attacks in the chain. (Pretty sure the whole "reset to standing" thing is done by having enough downward KB on the attack, but not too much or they'll just bounce off the ground.)
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    « Reply #634 on: September 30, 2013, 05:34:51 PM »


    Actually it's fine. The Combo Ender would normally be the Neutral Special, at which point, the opponent would be too far to continue the combo. There's also no other moves that make the opponent the same distance relative to where GSS is. The opponent would only get farther and farther until you have to finish it off with Neutral Special. As far as Execution goes, you can go directly into Neutral Special which would automatically end the combo. Or you can add more hits to it by using either Side Tilt, Side Smash, or Down Air. Those are the only attacks that'll keep the opponent in a Jablock State, as well as Neutral Special.

    The Near 40% Combo I mentioned goes as follows...

    Down Throw>Down Air>Side Smash>Neutral Special
    « Last Edit: September 30, 2013, 05:35:47 PM by A Bloody Canadian » Logged


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    « Reply #635 on: September 30, 2013, 05:37:17 PM »


    Like the chain I'd been using before. Down Aerial is good for combos! And wait, how much damage does Neutral Special do now? 3%? That's still kinda sad IMO.
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    « Reply #636 on: September 30, 2013, 05:41:03 PM »


    With the Machinegun, you'd get 5 on the ground. In the air, between 1-8. Accuracy is a thing...

    With the Handgun, 2 on the Ground, and 1-3 in the Air.
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    « Reply #637 on: September 30, 2013, 05:42:55 PM »


    Phew! You didn't nerf it as much as you said you were gonna. I was worried the move would end up being completely useless.
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    « Reply #638 on: September 30, 2013, 05:43:56 PM »


    Such a difference 2% makes... lol.
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    DrunkRussian
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    « Reply #639 on: September 30, 2013, 05:47:55 PM »


    If you can Ukemi out of it its fine. Mine was Ukemi-able after 45-50% of it. I dunno if you tried out the finished Hidan but it was Dash Attk>Down Throw>Jump>N-air>Side Tilt.That does like 45% dmg if done correctly. To get the 80%, the opponent has to not roll after the Side Tilt. Then you can do Down B>Side Smash of Death. That makes 80%.
    So any un-Ukemi-able combos should'nt go above 40% or so. Longer combos are nice and look cool but should be escape-able.
    And the N-S only does 5 overall?
    Guess Im used to being OP cause all my N-S(Finished or not) do 12 or more :I
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    « Reply #640 on: September 30, 2013, 05:49:19 PM »


    @ABC: It actually does, though. I mean, 3% is pathetic and horrible unless it's a jab hit. 5% is worth using on rare occasions. That plus, depending on exactly what you did to the endlag/startup and what you did to the KB, it could still end up being relatively useless. It already didn't cause quite enough KB to protect her while switching guns as it was, so increasing the endlag without increasing KB seems unnecessary.
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    « Reply #641 on: September 30, 2013, 05:57:51 PM »


    Anyway, back to my main problem. Would you guys mind not having a scn0 file in there to properly show GSS's Win2 Animation? I should make a poll...
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    JamietheAuraUser
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    « Reply #642 on: September 30, 2013, 05:59:46 PM »


    Eh, it's fine for now. It'll be cool to have, though, so let us know when you get it working!
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    « Reply #643 on: September 30, 2013, 06:00:55 PM »


    I'm ok with not having it,



    But as far as making the tricks and stuff real in the win animation, I would add it
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    « Reply #644 on: September 30, 2013, 07:11:11 PM »


    I am fine withou it
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