corey95
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Woof, woof, woof, gagh gagh, gagh (Vomits)
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Post by corey95 on Jun 17, 2011 23:29:40 GMT -5
Are any of the characters getting a resprite?
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Post by GoldenYuiitusin on Jun 17, 2011 23:46:37 GMT -5
Are any of the characters getting a resprite? *Facepalm* It's been stated before that Goku and Evil Ryu are.
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corey95
Forum Regular
Woof, woof, woof, gagh gagh, gagh (Vomits)
Posts: 349
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Post by corey95 on Jun 18, 2011 0:04:03 GMT -5
I thought Mario and Link were.
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Post by Dettadeus on Jun 18, 2011 1:23:06 GMT -5
Mario apparently has crap sprites so they're looking to give him new ones. I have no idea where you got the idea that Link was getting different sprites though.
EDIT@Golden on last page: I think most of his glitches have been fixed. Krystal's Demon Sniper still screwed him over in my 2-month-old test version though, so I'm not sure if that's actually been fixed or not.
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Post by PartisanDaw on Jun 18, 2011 2:28:41 GMT -5
Mario apparently has crap sprites so they're looking to give him new ones. I have no idea where you got the idea that Link was getting different sprites though. Link won't get different Sprites,only a recolour.
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Post by Dettadeus on Jun 18, 2011 10:54:50 GMT -5
Ah. That makes sense.
Also I remembered the other thing I was going to say. When a CPU is recovering from high-up, they will get above you and attempt to land pretty much on top of you. U-Smash anyone? I think this should probably be fixed.
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Post by GoldenYuiitusin on Jun 18, 2011 12:50:08 GMT -5
EDIT@Golden on last page: I think most of his glitches have been fixed. Krystal's Demon Sniper still screwed him over in my 2-month-old test version though, so I'm not sure if that's actually been fixed or not. Ah. At least progress has been made on poor little Yoshi.
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Post by PartisanDaw on Jun 18, 2011 13:12:13 GMT -5
Yoshi is,if you ignore all the glitches,a good character
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Post by Zeldasmash on Jun 18, 2011 13:14:49 GMT -5
I think so as well. Yoshi has many combo set up moves.
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Post by PartisanDaw on Jun 18, 2011 13:22:06 GMT -5
Look at my post in the Yoshi Thread whit the Picture. I was Kicking Mach Raiders Butt!
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ensane
Forum Regular
Posts: 379
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Post by ensane on Jun 18, 2011 14:49:40 GMT -5
I made a video about that. XD
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corey95
Forum Regular
Woof, woof, woof, gagh gagh, gagh (Vomits)
Posts: 349
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Post by corey95 on Jun 19, 2011 1:31:44 GMT -5
Oh yeah, a recolour, that's what I meant.
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Post by PartisanDaw on Jun 19, 2011 2:38:20 GMT -5
I made a video about that. XD Watched it. It was good.
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Post by Dettadeus on Jun 20, 2011 13:57:28 GMT -5
I'm beginning to remember all the things that I was going to say here... In any case, here's a bunch of last-minute Jiggs stuff. I know you "fixed" Rising Pound since 0.6, but it's not quite fully functional yet. In my test version, it moves you in sort of an arc, because at the end of the move, gravity takes hold and brings you back to about where you were. If possible, I think having jiggs in sort of a "zero gravity" state for the duration of the attack would fix this. It would also fix her losing altitude during a forward pound. Also, the angles don't seem to be quite as sharp as they used to be on Rising and Falling pound. In Brawl, it was a 35-40 degree angle up or down, but in Crusade it's more like 20. Also, she needs to regain control of her momentum WAY faster after Pound. In Brawl, you could camp in the same spot offstage for a while only using Rising Pound, but in Crusade you lose too much height to be able to do this effectively without a jump in between each pound. This may be more of a spriting issue than anything, but her F-air and B-air have about half as much range as they have in previous smashes, as well as the initial hitbox of the N-air. This seems to be one of the reasons I have so much trouble pulling off a Wall of Pain. Not sure about how others feel about this, but I personally liked Brawl's vertical knockback for Pound better than having some forward knockback. It made juggling much easier. You still need to make it possible to decrease forward momentum on Rollout. I can't say how many times I've died because of this. I'm not too fond of the mobility nerf on aerial Sing, but I can live with it.
That's... About it for now. If I think of anything else I'll add it in.
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Post by Felipe_9595 on Jun 20, 2011 14:04:10 GMT -5
I agree and disagree with some thing. Youa re discribing Pound like an arc??? then is ok, thats how it worked on smash 64 and melee. Pound never take you up more than you go down (is not an infinite recovery move), thats why is sued with jumps and inclined walls, to get an extra boost.
YESHHH!!!! FAIR AND BAIR SUCKSZ balls, when i played with jiggly for first time i was like "Wtf falcon why oyu nerfed jiggly o-o"
And yes, you have a pour control over pound.
About rollout nah thats how it works xDDDD
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Post by Dettadeus on Jun 20, 2011 14:19:38 GMT -5
In order: In my test version Rising Pound works like an arc. What it should do is move you in a straight line either diagonally up, straight forward, or diagonally down, then give you control of Jigglypuff again. What's happening is that you move up slightly then you move back down during the attack. Jigglypuff should not be affected by gravity during Pound, or it should provide enough boost to counter it correctly. What should happen in Brawl is: Rising Pound > Fall > Buffered Rising Pound > Fall > Buffered Rising Pound and repeat ad infinitum. This will cause you to descend very slowly. Attempting the same thing (minus the Buffers) in Crusade is impossible because you move too far forward and are unable to move back fast enough, as well as not gaining any vertical height from the Rising Pound. In the same manner, a neutral Pound will cause you to descend slightly (which is NOT supposed to happen).
In Brawl, you're able to decrease your forward momentum while in the air and using Rollout by holding the control stick in the opposite direction you're moving. This is good if you're aiming for a ledge and overshoot, or your opponent is waiting to edgeguard the heck out of you. However, once you're rolling you're stuck with a set trajectory.
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Post by DGN on Jun 20, 2011 14:23:26 GMT -5
Not sure if I've said this before, but some, if not all of the characters with Zairs(Link, T.Link, Samus) have to jump and stay in place in order to perform it. This is kind of a nuisance when you're trying to get back to the stage and you have to suddenly stop to grapple instead of moving forward and grappling.
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Post by Felipe_9595 on Jun 20, 2011 14:25:46 GMT -5
In order: In my test version Rising Pound works like an arc. What it should do is move you in a straight line either diagonally up, straight forward, or diagonally down, then give you control of Jigglypuff again. What's happening is that you move up slightly then you move back down during the attack. Jigglypuff should not be affected by gravity during Pound, or it should provide enough boost to counter it correctly. What should happen in Brawl is: Rising Pound > Fall > Buffered Rising Pound > Fall > Buffered Rising Pound and repeat ad infinitum. This will cause you to descend very slowly. Attempting the same thing (minus the Buffers) in Crusade is impossible because you move too far forward and are unable to move back fast enough, as well as not gaining any vertical height from the Rising Pound. In the same manner, a neutral Pound will cause you to descend slightly (which is NOT supposed to happen). In Brawl, you're able to decrease your forward momentum while in the air and using Rollout by holding the control stick in the opposite direction you're moving. This is good if you're aiming for a ledge and overshoot, or your opponent is waiting to edgeguard the heck out of you. However, once you're rolling you're stuck with a set trajectory. Brawl mechanics are pretty bad designed. In melee and 64 doing a neutral rising pund always take you down, and even if you do it inclined it will take you a little bit down .
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Post by Dettadeus on Jun 20, 2011 14:36:53 GMT -5
Oh yeah. One more thing for now. The ledge should be considered "Occupied" until a characters ledge animation pulls them off of the ledge entirely, no matter which one is being performed. If you perform a ledge attack, an opponent can grab the ledge in the middle of it, when the ledge should not be usable. I've seen a CPU grab the ledge just about the same frame I initiated a ledge attack, which should not be possible.
EDIT@ Felipe: In Melee, you didn't move up or down while using a forward pound at all. Yes, you fell AFTER the attack, but not during. This is the same in 64 and Brawl. The problem is that you're falling WHILE the attack is being performed in Crusade. I'm not saying you shouldn't fall afterwards, I'm saying you shouldn't fall during it.
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ensane
Forum Regular
Posts: 379
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Post by ensane on Jun 21, 2011 0:30:36 GMT -5
Oh yeah. One more thing for now. The ledge should be considered "Occupied" until a characters ledge animation pulls them off of the ledge entirely, no matter which one is being performed. If you perform a ledge attack, an opponent can grab the ledge in the middle of it, when the ledge should not be usable. I've seen a CPU grab the ledge just about the same frame I initiated a ledge attack, which should not be possible. EDIT@ Felipe: In Melee, you didn't move up or down while using a forward pound at all. Yes, you fell AFTER the attack, but not during. This is the same in 64 and Brawl. The problem is that you're falling WHILE the attack is being performed in Crusade. I'm not saying you shouldn't fall afterwards, I'm saying you shouldn't fall during it. I'm also wondering about the range of autograbbing the ledge. To be honest it seems huge, as if to change some mechanic by force, though I'm not sure exactly what the goal is.
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