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« Reply #60 on: October 03, 2016, 10:37:44 PM » |
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Here's my story. I play Sm4sh Cloud a lot, so I see the differences very clearly. Here are the noticeable ones.
Before I begin, I tested this on PM Legacy XP beta 2.0 I had to replace Ike to use Cloud and make a new wbsf file again. Was I supposed to replace Ike? Idk how to actually add Clpud but to be fair, I used a mod of Project M (Legacy XP).
I saw all the hitboxes in Training mode when I tested this way
-Harder to spam short hop auto cancel up air
-Hard to spam fullhop autocancel down air. They both still autocancel though
-I think fair and dair don't spike. Though to be fair they both just straight up kill
-Upsmash x3 into a couple of up airs is still dumb
-Fsmash and dsmash kept respective power
-If opponent hits him while charging limit, limit is either reset or instantly charged. You already recognized this though.
-No way to stop an aerial limit charge unless interrupted, charge completes, or you land. You're screwed if you initiate it offstage. Plus you glide in the air as you do so.
-Different limit charge animation, no sound but it's a test build
-Limit blade beam only does 8 damage and decent semispike-ish knockback
-Limit cross slash does 20 and retains the relative power of the sm4sh counterpart.
-Finishing touch has quite a bit more horizontal reach. Bigger tornado
-Limit climhazzard goes really high, probably too high. Bottom blast zone to still above final destination high.
-Cross slash in general looks kinda bad. You addressed this though.
-Blade beam is a windbox at point blank. Starts to actually be a beam after close range.
-Afaik the only way to cancel limit charge yourself is to input left or right to roll that way. Shield does nothing. Grounded obviously.
-Nair still godly as ever -Bair still good -Up tilt has some more endlag I think -I didn't see ftilt, dtilt, nor jab yet, woops -Fthrow and bthrow offstage are now more dangerous in PM with higher gravity -With that said, it's even easier to follow up up throw with an up air due to said gravity -didn't try dthrow either -didn't try final smash
This is pretty off track if you're trying to port Sm4sh Cloud 1:1, but if you're balancing him for these different smash games, I understand why there were a few changes
Thanks for letting me test him! Looking really good so far.
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« Reply #61 on: October 04, 2016, 07:02:18 AM » |
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If you need anyone to test for vBrawl, I'd be glad to help. I have no idea which variables, but I know PM uses some variables differently.
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« Reply #62 on: October 04, 2016, 07:16:57 PM » |
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zeus if your trying to lower file size I would suggest re animated any ported animations cause the animation files also factor into how much file size a character can take this will be important to take note of if you decide to use the smash 4 models
I think I see your point there. I'll try to get the MotionEtc down to 3,500 KB or something like it in case.
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« Reply #63 on: October 06, 2016, 04:41:55 PM » |
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A lot of my complaints with this PSA have already been brought up, but I did notice a few things that no one else has seemed to mention.
Firstly, Limit Break stuff. I noticed that Cloud doesn't gain Limit from dealing damage. In Smash 4, Cloud gains limit once he deals 250% damage. This is super easy to do in PSA once you know what you're doing; you just have to use the "If Hitbox Connects" requirement on the SFX or GFX tabs and then have it add to whatever variable controls limit. I didn't test if Cloud gains Limit from taking damage, though there is a variable that controls damage taken. I also noticed that Limit Break persists after death, which should not be the case. Even though the meter appears to be empty if you're hit out of Limit Charge or die, the charge is stored. It's a graphical error, but it makes Cloud so much harder to play.
Secondly, Climhazzard doesn't work like the Smash 4 version at all. If this isn't meant to be a 1-1 port, than it's kind of okay, but the move goes lower than it's supposed to, and Cloud can grab the ledge at any point during the downward slash. In Smash 4, Cloud can only grab the ledge after he falls back to his starting point.
Lastly, up smash's hitbox is incorrect. If your opponent stands on one of the platforms on battlefield and then Cloud uses up smash, it does nothing. In Smash 4, the move lasts until the sword reaches behind Cloud's head, but here it only seems to connect during the swing itself. The sword trail still persists, so it even looks like the move should connect, but it doesn't.
Overall, this is a good start, but it's far from finished IMO.
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« Reply #64 on: October 07, 2016, 03:35:49 PM » |
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It is a test build.
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« Reply #65 on: October 08, 2016, 04:35:37 AM » |
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Can you make it compatible with gamidame_k's cloud import?
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« Reply #66 on: October 08, 2016, 05:40:55 AM » |
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Well, sure.
The sword may need to be resized for the sword glow, though.
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« Reply #67 on: October 08, 2016, 06:30:17 PM » |
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Is there a test build of this moveset ready to download
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« Reply #68 on: October 08, 2016, 07:01:01 PM » |
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Could I test your Cloud too?
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Never underestimate the power of the ass.
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« Reply #69 on: October 09, 2016, 01:37:17 PM » |
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I'd love to test Cloud if you want
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« Reply #70 on: October 09, 2016, 05:21:10 PM » |
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Whens the release date?
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« Reply #71 on: October 10, 2016, 05:33:50 PM » |
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Whens the release date?
yo blazing hearts amazing this season
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« Reply #72 on: October 12, 2016, 10:46:52 AM » |
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Hello!!
Just letting you know that I sent you a PM about Cloud on smashboard
I would like to make all my model and custom model compatible with your work!
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« Reply #73 on: October 13, 2016, 08:38:12 AM » |
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I'd be happy to test your Cloud build
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« Reply #74 on: October 18, 2016, 01:33:27 PM » |
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This project look amazing
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