Thanks for the lengthy feedback, guys! I apologize for taking forever to respond. Almost every time I post on Smashboards is a time I'm supposed to be doing other work, and this time is no exception
So I'll quickly go over some responses to feedback and things.
Hey, I’m not particularly new to this site but this is one of the only times I’ve posted anything.
I've messed around with Zero (ver. 1.3) quite a bit on brawl+ and just had a few comments with regards to balance. Namely, in the specific match up of DK versus Zero. When DK tries to recover against Zero, Zero’s over tilt (the first part used only) will semi-spike DK at any percent without any chance of recovery. The semi-spike also happens if DK chooses to approach Zero head on rather than going for the edge. At least from what I can tell, DK has to go over Zero’s over tilt range entirely in order to bypass this every time he needs his up B, which then leaves him open for another a free hit. Granted, DK’s recovery is vulnerable to a lot of forms of edge guarding, and this only matters when up B is required for him to recover, but this seems a little harsh / over kill in my opinion.
I agree that Zero's Ftilt is excessively harsh and effective at gimping. I've gone ahead and made it so that the low point of Zero's Ftilt hits the foe upward instead of spiking. So, instead of the Ftilt outright destroying DK, it should just be very difficult to deal with.
Also, did you mean for his fully charged blaster shot to ignore reflectors, the cape, and the Ness and Lucus’ over smash (although the over smash does of course stop the projectile, but not reflect it)? I mostly ask because this wasn’t listed in the change list… though I suppose it might not be over powered… just… evil.
I'm shocked to learn this, actually. I didn't know -- I apparently made it unreflectable when I made it able to be absorbed by Lucas' and Ness' PK Magnets. I'll have to fix that.
My last point is perhaps less concerning, though I still think it could stand to change. When a Zero’s opponent is on the ground after being hit [...]
Other than that I love the character (especially his projectile game which I think is under used in most videos I see of him). Thank you very much for caring to balance him on brawl+ as well; it is much appreciated.
It's actually kind of nice to hear that Zero's buster is so effective. Normally I would be concerned, but the fact that it requires a fully charged shot should be enough to keep it from being excessively abused.
Also, Zero's Buster is supposed to take much longer to charge, but last I checked the Brawl+ codes speed up Link's Neutral B, which I can't do anything about.
Thanks for the feedback! Even though I am focusing on the new Zero, I'd like to keep my old version decently well taken care of.
----
In lieu of the above.
Zero's Z-Saber: Funny thing about Zero's saber. In the Mega Man Zero Complete Works Book (images of them cna be found at The MegaMan Network(google it)), Most all of Zero's weapons, save his buster, are augmented by his Saber. For example, the Triple Rod, Chain Rod, and Recoil Rods are all generated by Zero's Saber. The Shield Boomerang is also the product of Zero's Saber.
That's an interesting idea. I'm surprised to hear it, because it's a concept that really does not come across in the games. Especially because I think you can throw the shield and simultaneously slash with the saber...
I'm not saying that you have to, but just something to consider. Give Zero a Vertex Hacked Beam Sword as his Z-Saber over the modified sword flare, or vertex hack the Master Sword to eliminate the hilt "wings", and make it look more like the Z-Saber. Then eliminate the Shield on his back via texture transparency (if possible).
I'm actually planning on giving his Z-saber a more Megaman Zero look. I'm not much of vertex editor though.
Also, I tried messing with the model, and made his hat/ hair reach down to his waist by modifiying the bone transformation settings on each bone in the FitLink.pac. So You might want to look into that,
On a similar note, I think Zero's Final Smash pose can be made more dynamic than it is right now, mainly by spreading his legs out farther, setting his HipN lower, then making the punch to the ground appear more dynamic as well. That is pretty much all I have to say for the visuals. Now for some other things.
EDIT: On the Shield Boomerang, I would recommend making the Gale Boomerang's model transparent if possible, and make the green glow into a ring-like shape with a white "handle" in the middle. Just my two cents.
Unfortunately, in order for the kind of edits you tested to stay in effect, one has to edit every animation in Zero's moveset accordingly.
I actually tried giving the Shield Boomerang a better look at your suggestion, but it caused some crashes I couldn't pinpoint. (Specifically I tried replacing the boomerang with a CD's model.) I think for now it'll just have to stay as it is.
Moves: I have to say, you did a good job on Zero's moveset. Though I think there should be a few tweaks here and there.
For one thing, while Dash provides Zero with ultimate mobility, that doesn't really help his air game at all, attempting to Dash across the screen and land an Aerial half of the time proves impossible, including his Nair. This hurts his game a little bit, but chose to do with it as you will.
Thanks! Remember, if you cancel an aerial dash directly into an aerial attack, then you retain the momentum, making the attack very hard to avoid.
Another thing is the "Special Smash Attacks" that occur during a full charge session. I think this would benefit him by changing them a little. Like say, making a 50% charge activate the Ryuenjin animation, but make the upward movement smaller. Then with the F-Smash, make it have less hits to give at 50% charge.
An interesting idea. However, charging it a small amount still does strengthen the moves as a normal charge attack would. I think for the sake of keeping his moveset intuitive I'd rather leave it as-is.
The Shield Boomerang moves too slowly for it's own good, and is only good for use in close quarter's combat as an attack I have found. I think making it a little faster would be required.
Another thing is that fact that Zero is weak against the characters much smaller than he is half the time. May want to factor that into your next update, I think.
That is about all I have to say. Thanks for reading if you got all the way through!
Thanks! No doubt Zero suffers against such foes; and I'm not surprised the Boomerang isn't that great. Gotta have weaknesses somewhere.
----
but megaman zeros design sucks major bullocks and this is supposed to be x series zero k?
also if you cant land air dash nair you really really suck at this game, it is his best move, air dashing arials have NO issues, you just dont know how to play as zero from what i can tell
Please try to be polite, even if you strongly disagree with another poster.
I do prefer the X series' design of Zero. However, since I'm planning the new Zero to be totally X-inspired, I'm actually trying to make my old version essentially be the Megaman Zero iteration.
----
Eldiran, how goes the new zero model? I can't wait to play with your new zero.
Unfortunately it's coming along rather sluggishly. Currently I am trying to get his model modified to perfection so the animators can animate it as they will. Thus far I have detached Zero's hands and saber so they can be scaled out of or into existence whenever.
I've hit a bit of a snag with my next task -- I'm attempting to modify Zero's bone structure to attach one of his many useless bones onto his "breast" bone. That way I can put the saber on his back and have it follow along his movements nicely, as well as be able to scale and remove it.
----
Has some one made a way to Replace Toon link with Link cause i can't part with Link, but i would like to be able to keep him, or is there a way put Zero over someone else???
I'm afraid that isn't possible just yet. I wish it were, or I'd do the exact same thing.