After playing as zero for a while i notice that some animations seem kind of awkward. Like the upslash from the jab combo. he seems kind of stiff when he does it. and the forward smash doesn't look toopowerful since it is his tilt animation. I would suggest animation swaps since it can be done now. but its all up to you!
Yeah, the jab up slash looks awkward because I had to hack it together from one of his Win animations. I actually really like his Fsmash animation though. (It's almost exactly like his slash in X3). I think the up-jab would look more awkward if I tried replacing the animation, particularly because Link (and subsequently Zero) is left-handed.
Eldiran, could you please make wisp able to hold items? coz i dont know why a plasma ball shouldnt be able to pull in objects with its powers...and because it is really bad to not be able to use items....
That is actually planned for the next version. It was a technical limitation.
I don't know if it's a bug or on purpose, but sometimes, when I do a non charge down smash (with Zero) it wont jump, leading to another mvoe like up smash, for a really powerful combo/finisher (Vbrawl version). It seems to happen when I'm holding down, but not all the time, so I was wondering if this was on purpose or anything? ;o
You can cancel the Dsmash into a Usmash, aye. It shouldn't do anything when you hold down, though.
Even if you do:
Full charge cancel kills at 68.
Ryuenjin kills at 135...
No charge kills at 106...
>.>
Ryuenjin also only does 18(full contact) where as a full charged cancel does 22.
This means that it's only benefit is its increased/unexpected range, which you admit hasn't helped you make contact even once- and frankly, even if contact is made, is nearly worthless compared to the effort it took to achieve this.
Ryuenjin should either be very damaging, very hard hitting, or easier to land/achieve.
Yeah, those numbers really don't compare favorably... thank you for showing me this (I didn't check exactly when Ryuenjin kills before), as now I think I'll have to improve it or change it in some way.
EDITEDIT: Also, has it been noted yet that one can combo nair into down nair and more than double the damage of the move? I believe it has, but I wanted to make sure that this was/is intended.
That is intended, yes. It should only be possible at low percents, though.
Uair could use more KB, Bair too. Someone cmplained about an issue with Ftilt's 'flicking' reach being able to hit tethers before they get to the stage. Haven't witnessed it.
Good balance. Fun to play. Lacks killing power save on the ground.
Edit: Sorry. B+ notes. Zero's opponents regularly last until around 170%.
Thanks. Lasting that long is typical against Zero, and is necessary otherwise Zero would be absurdly good. (Zero himself can often last that long, considering how hard he is to solidly hit!)
Good news for aynone looking to make Zero look more legitimate next to the rest of the roster. I have compiled and created various files to completely replace Link with Zero (except the announcer, I'll do that once sound effect hacking becomes a reality)
This includes four new edits of Dhragen's Zero, making one for every color of Link. Also included are CSPs and Battle Portraits for ALL Zero costumes, a Character Select screen portrait, all graphical names that say "Link" changed to say "Zero", and even new Stock Sprites.
If I've forgotten anything, let me know. I probably made it, but forgot to put it in the .rar.
Download:
http://www.mediafire.com/?ygazzyzajmn
Wow, very nice! Good job on the textures -- you even kept the shield the proper green color. I'm impressed. Pity custom CSSes and CSPs don't mix, or I'd try that too.. I'll post this in the OP soon.
Playing in slow motion, Uair looks really weird. Zero seems to try to swing a few times, then finally does. Don't know if this is a glitch or just the animation.
Yep. The base animation for Uair is actually Link's Up+B. I sped it up to skip those parts.
The thrust has a great deal less BKB, but the low angle it sends an opponent away at makes it a versatile killing tool. Even if they aren't at a percentage to kill outright, it sets up nicely for a gimp kill.
Again, Ftilt I find to be more versatile the more I play. I wouldn't say it was too powerful though. It definitely makes your opponent worry about sweet-spotting their recovery, which is good in my book. If you sped up Dtilt, it would make for a great tech-chase and shield-poke tool, especially when paired with a Crouch-Canceled dash.
Raijingeki gets used during edgeguards, and that's about it for me. I do really think that theses two moves would serve better as tactical choices instead of just souped up versions. Raijingeki as a low BKB stun-property move would be a perfect addition to the defensive game when played with the shield. As for Ryuenjin, if it was changed to Up-FSmash, it would be useful for intercepting Dair-happy opponents. (Such as Meta-Knight.)
I've been really trying to get a feel for which characters exploit his weaknesses most keenly. So far, the worst match-ups I've fought are Marth, MK, and Toon Link. (Again, these are unchanged .pacs for B+ 5.0 RC1). I'm still putting together the data, but I'll probably talk about these three characters first.
I will say that his performance has increased in v1.2 by a good deal, but I still feel that his defensive game needs to be stronger to give him balance. The most pressing concerns are still Ryuenjin and Raijingeki and how they will fit into his game at all in their current state. Next would be low functionality of Dtilt. After that, I see no other issues that need addressing that can't be overcome with skill and practice.
Ah, I see. In B+ getting your opponent off the edge means more than in vBrawl, so I can see Ftilt being better. Dtilt speed up is still a nice idea, aye...
As for Raijingeki, I think I like the feel of it better as a fully-charged smash. Not to mention it would cheapen the Final Smash immensely to change it like that. It is a good idea though, as far as tactical improvements go ... but I'm not sure it's the direction I want to take Zero. Regardless, I am going to make Ryuenjin a little better.
Thank you for your efforts on getting data. It figures those three would cause the problems :/ I suppose MK and Marth are still close to the best in B+.
I'm currently considering an idea that would alleviate certain problems -- I'm thinking of making the close hit of the shield boomerang be damaging or low-angle enough to kill at high percents. This is the closest hit, so it's only if you strike a foe that's on top of you. This would give Zero a way to kill in air, as well as make the boomerang more useful.